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Published by adam.wenham, 2020-05-15 12:37:20

Thunderspire Labyrinth

Thunderspire Labyrinth

ENCOUNTER H3: THE GREAT HALL

Encounter Level 5 (1,200 XP) Through a cracked door, one of the scouts watches the
northern hallway, monitoring the PCs’ progress. If the PCs
Setup don’t enter Location 13, then the duergar move through
Location 16 and into Location 15 to intercept them. A PC
2 duergar scouts (S) entering the area north of the great hall can detect the
2 duergar guards (G) duergar spying on them with a DC 22 Perception check.
Rundarr, duergar champion (R)
The human in Location 13 flees, moving to the kitchen
This chamber serves as a dining room and meeting place (Location 14) to join his fellow slaves. They then rush to
for the duergar in the Horned Hold. Here, the duergar their quarters (Location 12), where they attempt to hide.
champion Rundarr manages the southern fortress, keep-
ing watch over the kitchen thralls (T) and ensuring his 2 Duergar Guards (G) Level 4 Soldier
soldiers stay alert.
Medium natural humanoid, dwarf (devil) XP 175 each
This encounter includes a guard post to the west of the
great hall (Location 15) and the barracks between the two Initiative +5 Senses Perception +4; darkvision
rooms (Location 16). Any fight that breaks out in one loca-
tion is likely to include the others. HP 60; Bloodied 30

When the PCs enter Location 13, read: AC 21; Fortitude 18, Reflex 15, Will 16
This expansive chamber appears to be some kind of dining hall.
Three large tables are arranged on the f loor, and against the far Immune illusion; Resist 10 fire, 10 poison
wall a fire crackles in a large fireplace. Two gray-skinned dwarves
are here, finishing their meals. Near a small door to the east Speed 5
stands a human wearing tattered clothes and carrying a tray of
dirty dishes. m Warhammer (standard; at-will) ✦ Weapon

When the PCs enter Location 15, read: +11 vs. AC; 1d10 + 3 damage.
This large ruined hall might once have been a trophy room of
some kind. On one side of the northern door stands the stuffed R Beard Quills (minor; encounter) ✦ Poison
and mounted form of an octopus-headed creature in black robes.
On the other side stands a stuffed lizardlike monster with eight Ranged 3; +11 vs. AC; 1d8 + 3 damage, and ongoing 2 poison
legs and large golden eyes. The features of the trophies show
signs of decay. Several other more mundane trophies lie in heaps damage and –2 penalty to attack rolls (save ends both).
on the floor. Two gray-skinned dwarves stand guard here.
Infernal Anger (minor; recharge ⚄ ⚅) ✦ Fire
The encounter begins when the PCs enter either Location
13 or 15. Until the start of the duergar guard’s next turn, it deals an extra 4

Regardless of where the fight begins, the duergar scout fire damage when its melee attacks hit, and if an adjacent enemy
in the barracks (Location 16) hears the cries of alarm and
the sound of combat. He investigates the noises, peeking moves or shifts during this period, the duergar guard can shift 1
out from behind the door. The PCs notice this with a DC
17 Perception check. The duergar then immediately ducks square as an immediate reaction.
away and goes to get help from the other room.
Alignment Evil Languages Common, Deep Speech, Dwarven
The duergar in the other room rush north and circle
around through the large hallway, hoping to enter from Skills Dungeoneering +11
behind the attackers. They roll initiative and join the fight
after they are alerted. Str 17 (+5) Dex 13 (+3) Wis 14 (+4)

If any duergar from Location 7 escaped to warn their Con 20 (+7) Int 10 (+2) Cha 7 (+0)
allies in the southern fortress, then all five duergar, plus
any survivors from the northern fortress, are assembled in Equipment chainmail, warhammer
Location 13.
2 Duergar Scouts (S) Level 4 Lurker

Medium natural humanoid, dwarf (devil) XP 175 each

Initiative +9 Senses Perception +9; darkvision

HP 48; Bloodied 24

AC 19; Fortitude 17, Reflex 17, Will 16

Immune illusion; Resist 10 fire, 10 poison

Speed 5

m Warhammer (standard; at-will) ✦ Weapon

+8 vs. AC; 1d10 + 2 damage.

R Crossbow (standard; at-will) ✦ Weapon

+9 vs. AC; 1d8 + 3 damage.

R Beard Quills (minor; encounter) ✦ Poison

Ranged 3; +9 vs. AC; 1d8 + 3 damage, and ongoing 2 poison

damage and –2 penalty to attack rolls (save ends both).

Combat Advantage

When the duergar scout has combat advantage, its melee and

ranged attacks deal an extra 2d6 damage on a hit.

Invisibility (minor; recharge ⚃ ⚄ ⚅)

The duergar scout can turn invisible until the end of its next turn.

It becomes visible if it takes a standard action.

Alignment Evil Languages Common, Deep Speech, Dwarven

Skills Dungeoneering +11, Stealth +10

Str 15 (+4) Dex 17 (+5) Wis 14 (+4)

Con 18 (+6) Int 10 (+2) Cha 7 (+0)

Equipment chainmail, warhammer, crossbow, 10 bolts

18

BREANNE MILLERRundarr, Duergar Champion (R) Level 6 Elite Brute

E N CO U N T E R H 3 : T H E G R EAT H A L LMedium natural humanoid, dwarf (devil)XP 500

Initiative +3 Senses Perception +5; darkvision

HP 180; Bloodied 90

AC 19; Fortitude 20, Reflex 16, Will 18

Immune illusion; Resist 10 fire, 10 poison

Speed 5

Action Points 1

m Warhammer (standard; at-will) ✦ Weapon

+9 vs. AC; 1d10 + 4 damage.

M Double Attack (standard; at-will) ✦ Weapon

Rundarr makes two warhammer attacks.

R Beard Quills (minor; encounter) ✦ Poison

Ranged 3; +9 vs. AC; 1d8 + 3 damage, and ongoing 2 poison

damage and –2 penalty to attack rolls (save ends both).

Dwarven Greaves (immediate interrupt, when subjected to a pull, a

push, or a slide effect; encounter)

Rundarr negates the forced movement and is immobilized until

the end of his next turn.

Expand (when first bloodied; encounter) ✦ Polymorph

Rundarr becomes Large, occupying 4 squares instead of 1. Any

creatures in the squares that Rundarr comes to occupy are

pushed 1 square. Rundarr also gains reach 2 and a +5 bonus to its

melee damage rolls. Rundarr remains Large until the end of the

encounter.

Alignment Evil Languages Common, Deep Speech, Dwarven

Skills Dungeoneering +12

Str 19 (+7) Dex 11 (+3) Wis 14 (+5)

Con 20 (+8) Int 10 (+3) Cha 7 (+1)

Equipment chainmail, warhammer, dwarven greaves

Features of the Area Conclusion

Barrels and Crates: These contain salted meat, hard- The human thralls are named Arum, Bessa, and Calder,
tack, flour, ale, smoked fish, and dried fruit. and they are from Fallcrest, a town west of Thunderspire.
They were captured in a Bloodreaver raid six months ago
Ceiling: 25 feet high (Location 13 only). and sold to the duergar. They have been slaves ever since.
Trophies: Moving into a square containing a trophy They’re not the captives from Riverdown that the adven-
costs 1 extra square of movement. A character has cover turers might be seeking, but they know that more slaves
while in the trophy’s space. are held in the western fortress (Location 26), because
Treasure: Rundarr is equipped with dwarven greaves. they bring food to them once per day. The thralls want
A character examining his body can identify the greaves only to escape, and they beg the PCs to escort them to the
as valuable. Rundarr also carries a small iron key that Seven-Pillared Hall, which they know about by reputation.
unlocks the chest in Location 20. They are willing to depart without the PCs if they’re given
weapons.
Tactics

The duergar guards use infernal anger early in the combat
and then again as soon as it recharges. They charge
forward and attempt to engage enemies, creating oppor-
tunities for the duergar scouts to use invisibility to slip in to
gain combat advantage. The scouts try to attack vulnerable
strikers and controllers.

Rundarr’s temper is legendary among the Grimmer-
zhul, who are bad-tempered by nature. He throws himself
into the fight and dedicates himself to pulverizing the first
enemy to do him harm. He constantly shouts oaths and
hurls insults at his foes.

The duergar don’t consider retreating unless Rundarr
falls. Rundarr stands his ground, fighting to the death.
Any duergar survivors flee to Location 19, where they join
their allies.

19

ENCOUNTER H4: WESTERN GUARD POST

Encounter Level 5 (1,075 XP) If the PCs approach Location 19 from the bridge,
read:
Setup On the other side of the bridge stands another fortress. The
bridge ends at wooden double doors reinforced by iron bands.
2 arbalesters (A)
3 duergar guards (G) If the PCs approach from the south bridge, they might be
1 duergar theurge (T) surprised unless they succeed on a Perception check.

This guard post protects the path from one stronghold to Perception Check
another. The encounter includes two groups of creatures: DC 15: There’s a f licker of movement from a couple of small
a duergar guard and a duergar theurge in the nearby openings in the double doors. The light beyond reveals a silhou-
barracks (Location 20), and two duergar guards and two etted form, which you now can see is raising a crossbow and
arbalesters in the guard post (Location 19). taking aim.

If the PCs approach from the sealed hall (Location 18), 2 Arbalesters (A) Level 4 Artillery
the encounter begins when they open the door leading
to the barracks (Location 20) or the door leading to the Medium natural animate (construct, homunculus) XP 175 each
guard post (Location 19). The duergar occupying a room
notice the door opening. Initiative +6 Senses Perception +8; darkvision

If the PCs approach from the south bridge (Location HP 43; Bloodied 21
17), the duergar keeping watch through small shutters in
the double door see them as soon as they exit Location 15. AC 17; Fortitude 16, Reflex 18, Will 15
The duergar allow the arbalesters to move into squares
adjacent to the door and fire at the PCs through slots in Immune disease, poison
the door. (Note that the arbalesters have superior cover
while firing through the slots.) While the arbalesters Speed 6
attack the PCs, the duergar gather their allies from Loca-
tion 20. m Slam (standard; at-will)

If the PCs somehow cross the south bridge unseen or +11 vs. AC; 1d4 + 2 damage.
in disguise, they reach the double doors into Location 19
without trouble. However, they must still contend with r Bolt (standard; at-will)
the barred door, either by convincing the guards to unbar
it (have a character speaking to a duergar make a Bluff Ranged 20/40; +11 vs. AC; 1d8 + 4 damage.
check against the duergar’s Insight check) or by using
another method (see “Features of the Area”). R Double Shot (standard; recharge ⚃ ⚄ ⚅; see also guard area)

If one of the duergar from Encounter H3 escaped to The arbalester makes a bolt attack against two different targets
this room, then all the duergar begin in Location 19.
within 5 squares of each other.
If the PCs enter Location 20 from the sealed hall
(Location 18), read: Guard Area
This large chamber has three double bunks and a fireplace. Two
doors lead to the west, and a third leads to the east. Two gray At the start of the arbalester’s turn, if an enemy is in its guarded
dwarves are here; one oiling a dagger, the other studying a tome.
area (see “Tactics” for details), the arbalester recharges its double
If the PCs enter Location 19 from Location 18 or 20,
read: shot power.
This hallway follows the outer wall of the fortress and then opens
up in a foyer in the south. Two statues depicting stern-looking Alignment Unaligned Languages —
female minotaurs in ornate gowns stand in the southeastern
corner of the room. Two duergar stand beside double doors, Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
accompanied by a pair of strange clockwork mechanisms resem-
bling crossbows on articulated legs. Con 13 (+3) Int 5 (–1) Cha 8 (–1)

3 Duergar Guards (G) Level 4 Soldier

Medium natural humanoid, dwarf (devil) XP 175 each

Initiative +5 Senses Perception +4; darkvision

HP 60; Bloodied 30

AC 21; Fortitude 18, Reflex 15, Will 16

Immune illusion; Resist 10 fire, 10 poison

Speed 5

m Warhammer (standard; at-will) ✦ Weapon

+11 vs. AC; 1d10 + 3 damage.

R Beard Quills (minor; encounter) ✦ Poison

Ranged 3; +11 vs. AC; 1d8 + 3 damage, and ongoing 2 poison

damage and –2 penalty to attack rolls (save ends both).

Infernal Anger (minor; recharge ⚄ ⚅) ✦ Fire

Until the start of the duergar guard’s next turn, it deals an extra 4

fire damage when its melee attacks hit, and if an adjacent enemy

moves or shifts during this period, the duergar guard can shift 1

square as an immediate reaction.

Alignment Evil Languages Common, Deep Speech, Dwarven

Skills Dungeoneering +11

Str 17 (+5) Dex 13 (+3) Wis 14 (+4)

Con 20 (+7) Int 10 (+2) Cha 7 (+0)

Equipment chainmail armor, warhammer

20

BREANNE MILLERDuergar Theurge (T) Level 5 Controller the orcs. The duergar then joins Murkelmor in
Location 28.
ENCOUNTER H4:WESTERN GUARD POSTMedium natural humanoid, dwarf (devil)XP 200
Features of the Area
Initiative +4 Senses Perception +4; darkvision
Barred Double Doors: The iron-reinforced double
HP 64; Bloodied 32 door between Locations 17 and 19 is barred from inside
Location 19. It takes a DC 20 Strength check to force the
AC 20; Fortitude 17, Reflex 18, Will 17 door, or a DC 25 Thievery check to unlock the door.

Immune illusion; Resist 10 fire, 10 poison Each half of the double door is fitted with a shutter suit-
able for missile fire. Creatures on one side of the opening
Speed 5 have superior cover against attacks from the other side.
Someone standing adjacent to the door can block the
m Warhammer (standard; at-will) ✦ Weapon opening by holding a shield, a pack, or an item of a similar
size against it.
+10 vs. AC; 1d10 + 1 damage.
Ceiling: 25 feet high (Location 17 only).
R Firebolt (standard; at-will) ✦ Fire Hearth: This provides warmth to the room. Any
creature beginning its turn in the hearth takes 1d8 fire
Ranged 10; +9 vs. Reflex; 1d10 + 4 fire damage. damage.
Treasure: One of the small rooms adjoining Location
A Brimstone Hail (standard; recharge ⚄ ⚅)✦ Fire 20 belongs to Rundarr (see Encounter H3), and the other
belongs to the theurge in this encounter. Rundarr keeps a
Area burst 2 within 15; +9 vs. Reflex; 1d8 + 4 fire damage, and locked iron chest in his quarters. The chest can be opened
with the key Rundarr carries, or it can be opened with
the target is knocked prone. a DC 20 Thievery check. Inside the chest are 40 gp and
three rubies worth 100 gp each.
A Vile Fumes (standard; recharge ⚄ ⚅) ✦ Poison

Area burst 2 within 15; +9 vs. Fortitude; 1d8 poison damage, and

the target is blinded until the end of the duergar theurge’s next

turn.

C Wave of Despair (standard; encounter) ✦ Psychic

Close blast 5; +9 vs. Will; 1d8 + 4 psychic damage, and the target

is slowed and dazed (save ends both).

Alignment Evil Languages Common, Deep Speech, Dwarven

Skills Dungeoneering +11

Str 13 (+3) Dex 15 (+4) Wis 14 (+4)

Con 16 (+5) Int 18 (+6) Cha 11 (+2)

Equipment warhammer

Tactics

The duergar in Locations 19 and 20 can easily hear each
other. Whichever group isn’t fighting the PCs joins the
battle, rolling initiative as soon as they hear the sounds of
battle or a call for help.

The western side of the
bridge and Location 19 are
the arbalesters’ guarded area,
so while the PCs are in either
of those areas, the arbalest-
ers gain the benefit of double
shot. The duergar wait behind
the arbalesters, and as soon as
the PCs enter, the arbalesters
retreat and the guards move
forward to engage the adven-
turers in melee.

The duergar theurge stays
back and relies on ranged
attacks until several of the
PCs make it past the guards,
at which point he uses wave of
despair. The arbalesters con-
tinue to shoot at the PCs as long
as the PCs remain in Locations
17 or 19. They do not pursue
the PCs outside those areas.

When only one duergar
remains, the survivor attempts
to flee, moving toward Loca-
tion 22 to warn the ogre and

21

ENCOUNTER H5: SOUTH GATE

Encounter Level 4 (950 XP) 4 Orc Raiders (R) Level 3 Skirmisher

Medium natural humanoid XP 150 each

Setup Initiative +5 Senses Perception +1; low-light vision

1 ogre savage (O) HP 46; Bloodied 23; see also warrior’s surge
4 orc raiders (R)
AC 17; Fortitude 15, Reflex 14, Will 12

Speed 6 (8 while charging)

m Greataxe (standard; at-will) ✦ Weapon

From Location 22, a passageway leads west into the +8 vs. AC; 1d12 + 3 damage (crit 1d12 + 15).
Labyrinth. The duergar usually travel along the Road of
Shadows when going to and from the Hold, and therefore R Handaxe (standard; at-will) ✦ Weapon
this gate doesn’t see much traffic. However, dangerous
monsters sometimes wander the area, so the duergar keep Ranged 5/10; +7 vs. AC; 1d6 + 3 damage; see also killer’s eye.
guards posted here. The Grimmerzhul have assigned four
orcs and an ogre to stand watch. M Warrior’s Surge (standard, usable only while bloodied; encounter)

The walls and doors separating Location 22 from the ✦ Healing, Weapon
other areas are thick, so the orcs and the ogre don’t hear
commotion in the vicinity. However, if a duergar flees The orc raider makes a melee basic attack and regains 11 hit
from Encounter H4, he passes through this room. If that
happens, the orcs and the ogre are ready for combat when points.
the PCs arrive.
Killer’s Eye
The encounter begins when the characters open a door
into Location 22. If the characters listen at the door, allow When making a ranged attack, the orc raider ignores cover and
them to make Perception checks.
concealment (but not total concealment) if the target is within 5

squares of it.

Alignment Chaotic evil Languages Common, Giant

Skills Endurance +8, Intimidate +5

Str 17 (+4) Dex 15 (+3) Wis 10 (+1)

Con 14 (+3) Int 8 (+0) Cha 9 (+0)

Equipment leather armor, greataxe, 4 handaxes

Perception Check Tactics
DC 15: You hear rough voices speaking in a guttural language.
A rumbling voice interrupts the speakers; the first speaker laughs The orc raiders let the ogre wade into the fight while they
harshly and then resumes talking. hang back and fling handaxes into battle, switching to
greataxes when they see a chance to move in for a kill.
If the listener understands Giant, he or she hears the first
two speakers telling stories of plundering a town. The The ogre has no tactics. The ogre attacks an adjacent
other speaker seems unable to comprehend the story. opponent who most recently wounded him. If the ogre
falls, one surviving orc runs for Location 28 to warn
Murkelmor that the Hold is under attack.

When the PCs open the door, read: Features of the Area
A tall double door of solid iron stands in the southwest corner of
this room. Four orc warriors are milling about, talking and keep- Iron Double Door: This sturdy double door of iron
ing watch. In addition to the orcs, a hulking ogre with an iron plate is secured by a bar inside the room.
collar is hunkered down in a corner of the room.

Ogre Savage Level 8 Brute

Large natural humanoid XP 350

Initiative +4 Senses Perception +4

HP 111; Bloodied 55

AC 19; Fortitude 21, Reflex 16, Will 16

Speed 8

m Greatclub (standard; at-will) ✦ Weapon

Reach 2; +11 vs. AC; 1d10 + 5 damage.

M Angry Smash (standard; recharge ⚅ ) ✦ Weapon

The ogre savage makes a greatclub attack, but gets two attack

rolls and takes the better result.

Alignment Chaotic evil Languages Giant

Str 21 (+9) Dex 11 (+4) Wis 11 (+4)

Con 21 (+9) Int 4 (+1) Cha 6 (+2) BREANNE MILLER

Equipment hide armor, greatclub

22

BREANNE MILLERENCOUNTER H6: RUINED CHAPEL

ENCOUNTER H6: RUINED CHAPELEncounter Level 5 (1,000 XP)

Setup

5 wights (W)

This location is haunted by evil creatures slain here long
ago. The duergar avoid the old chapel and the crypts, leav-
ing the restless undead to their own devices.

Five wights occupy this room. They lie on the floor
amid the rubble. At first glance, the wights seem to be the
corpses of old warriors. The rubble on the ground provides
cover, making it difficult to distinguish the forms. When
an adventurer moves into a square from which he or she
might clearly see a wight, the wight makes a Stealth check
opposed by the PC’s passive Perception check. If the PC
fails to notice the wight, then the creature gains surprise
when it attacks the PC. Roused by the sounds of battle, the
other wights join combat after the surprise round.

Because the duergar avoid this area, the PCs could use
this room as a resting place after they’ve cleared out the
undead.

When the PCs open the door, read: Tactics
Cold shadows seem to cling to this long-ruined chapel. In the
center of the room stands a damaged statue that depicts a fierce The first wight attempts to gain a surprise round. After
demonic minotaur. One arm has broken off and lies in pieces at the surprise round, the remaining wights join the fight,
the statue’s feet. Portions of the ceiling have fallen in, partially moving to attack the nearest living creature. If the adven-
filling several small chambers behind the statue. A rusty iron turers retreat from this room, the wights do not pursue.
door stands in the western wall.
Features of the Area
When a wight attacks, read:
From out of the rubble lurches the body of a long-dead human Illumination: None.
warrior in tattered black mail. Sunken flesh clings to its bones, Ceiling: 20 feet high.
and its lips have drawn back from its black teeth. It raises a rot- Iron Door: The western door is locked and jammed. A
ting hand, revealing jagged claws as it hisses and attacks. character can make a DC 20 Thievery check to unlock the
door, but it still requires a DC 20 Strength check to open.
5 Wights (W) Level 5 Skirmisher Rubble: This area is difficult terrain. The rubble is
several feet deep, so the rubble provides cover to a prone
Medium natural humanoid (undead) XP 200 each creature.

Initiative +7 Senses Perception +0; darkvision

HP 62; Bloodied 31

AC 19; Fortitude 18, Reflex 17, Will 16

Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Speed 7

m Claw (standard; at-will) ✦ Necrotic

+10 vs. AC; 1d6 + 4 necrotic damage, the target loses 1 healing

surge, and the wight shifts 3 squares.

Alignment Evil Languages Common

Skills Stealth +10

Str 18 (+6) Dex 16 (+5) Wis 6 (+0)

Con 14 (+4) Int 10 (+2) Cha 15 (+4)

23

ENCOUNTER H7: THE SLAVE PITS

Encounter Level 6 (1,250 XP) If the PCs are working on the Slave Rescue quest, these
are the people they have come to liberate. If they aren’t,
Setup they can still earn experience and reputation by saving
these innocent villagers from the duergar slave pens.
2 duergar guards (G)
2 spined devils (D) 2 Duergar Guards (G) Level 4 Soldier
Framarth, duergar theurge (F)
Medium natural humanoid, dwarf (devil) XP 175 each
This vault once held three large cisterns, the principal
water supply for the Horned Hold. Two are now empty, Initiative +5 Senses Perception +4; darkvision
converted into slave pens where the Grimmerzhul keep
their prisoners. A duergar theurge, Framarth; two duergar HP 60; Bloodied 30
guards; and a pair of spined devils keep watch over the
captives. There are fourteen prisoners occupying the two AC 21; Fortitude 18, Reflex 15, Will 16
pits, eight in the northern pit and six in the southern pit.
Immune illusion; Resist 10 fire, 10 poison
Place the poster map, revealing only the section that
includes Location 26. Speed 5

The duergar silently stand watch. The captives have m Warhammer (standard; at-will) ✦ Weapon
learned to remain quiet if they want to avoid trouble.
+11 vs. AC; 1d10 + 3 damage.
If any creatures from Encounters H4 and H5 survived
and warned Murkelmor about the intruders, then the R Beard Quills (minor; encounter) ✦ Poison
creatures in this area are vigilant and ready for battle.
Whether or not they were warned, the creatures in this Ranged 3; +11 vs. AC; 1d8 + 3 damage, and ongoing 2 poison
encounter are unlikely to be surprised. If the creatures in
this room did not receive a warning, then the PCs hear the damage and –2 penalty to attack rolls (save ends both).
devils taunting the prisoners if they listen at the door.
Infernal Anger (minor; recharge ⚄ ⚅) ✦ Fire
Perception Check
DC 10: You hear harsh, hissing laughter. “Look, Durkkel,” one Until the start of the duergar guard’s next turn, it deals an extra 4
voice says. “It doesn’t like me! Should I be afraid?”
fire damage when its melee attacks hit, and if an adjacent enemy
“It needs to learn some respect, Marshk,” another voice
replies. “If I pluck out one of its eyes, it might think twice about moves or shifts during this period, the duergar guard can shift 1
glaring at you.”
square as an immediate reaction.
The devils are speaking in Supernal, so the listener hears
their words in his or her native language. Alignment Evil Languages Common, Deep Speech, Dwarven

When the PCs enter the area, read: Skills Dungeoneering +11
This expansive chamber contains three large wells. One holds a
pool of water, but two are simply deep pits with ladders leading Str 17 (+5) Dex 13 (+3) Wis 14 (+4)
down. A large brazier full of coals sits near a rubble pile in the
southeastern part of the chamber. Three gray dwarves stand Con 20 (+7) Int 10 (+2) Cha 7 (+0)
guard here, along with two humanoid creatures with lashing
tails and bodies covered in sharp spines. Equipment chainmail, warhammer

The Riverdown Captives Framarth, Duergar Theurge (F) Level 5 Elite Controller

Twelve prisoners were taken from the village of River- Medium natural humanoid, dwarf (devil) XP 400
down, in the Harkenwold, during a recent Bloodreavers
raid. These villagers are farmers, with no real combat Initiative +4 Senses Perception +4; darkvision
experience or abilities.
HP 128; Bloodied 64

AC 20; Fortitude 17, Reflex 18, Will 17

Immune illusion; Resist 10 fire, 10 poison

Speed 5

Action Points 1

m Warhammer (standard; at-will) ✦ Weapon

+10 vs. AC; 1d10 + 1 damage.

R Firebolt (standard; at-will) ✦ Fire

Ranged 10; +9 vs. Reflex; 1d10 + 4 fire damage.

A Brimstone Hail (standard; recharge ⚄ ⚅)✦ Fire

Area burst 2 within 15; +9 vs. Reflex; 1d8 + 4 fire damage, and

the target is knocked prone.

A Vile Fumes (standard; recharge ⚄ ⚅) ✦ Poison

Area burst 2 within 15; +9 vs. Fortitude; 1d8 poison damage, and

the target is blinded until the end of Framarth’s next turn.

C Wave of Despair (standard; encounter) ✦ Psychic

Close blast 5; +9 vs. Will; 1d8 + 4 psychic damage, and the target

is slowed and dazed (save ends both).

Alignment Evil Languages Common, Deep Speech, Dwarven

Skills Dungeoneering +11

Str 13 (+3) Dex 15 (+4) Wis 14 (+4)

Con 16 (+5) Int 18 (+6) Cha 11 (+2)

Equipment warhammer

24

BREANNE MILLER2 Spined Devils (D) Level 6 Skirmisher

E N CO U N T E R H 7 : T H E S L AV E P I T SMedium immortal humanoid (devil)XP 250 each

Initiative +7 Senses Perception +10; darkvision

HP 70; Bloodied 35

AC 20; Fortitude 18, Reflex 16, Will 16

Resist 20 fire

Speed 5, fly 7 (hover)

m Claws (standard; at-will)

+11 vs. AC; 2d6 + 4 damage.

R Rain of Spines (standard; at-will) ✦ Fire, Poison

The spined devil flings spines that ignite as they fly through the

air. Ranged 10; +9 vs. Reflex; 1d10 damage plus 1d6 fire damage,

and the spined devil makes a secondary attack against the

same target. Secondary Attack: +9 vs. Fortitude; the target takes

ongoing 5 poison damage and is slowed (save ends both).

Alignment Evil Languages Supernal

Str 18 (+7) Dex 15 (+5) Wis 14 (+5)

Con 14 (+5) Int 10 (+3) Cha 11 (+3)

Tactics Water-Filled Cistern: This pit is 20 feet deep, but the
water level is only 5 feet above the bottom of the well. The
The two duergar guards use their beard quills and then walls of the pit are slick with mold, and a DC 20 Athletics
engage the PCs in melee, while Framarth scours the check is required to climb out.
adventurers by using brimstone hail and vile fumes. The
theurge skirts the edges of the pits, using the natural Conclusion
barrier to keep the PCs away from him. Framarth uses
brimstone hail even if the devils or the duergar are in the Each duergar guard carries a key that unlocks the slaves’
way because he knows they have resistance to fire. manacles. The fourteen captives here include ten of the
twelve captives from Riverdown. The missing two villag-
The spined devils avoid melee, using rain of spines ers have been sold to the Blackfang gnolls, who took them
instead. Like Framarth, they use the pits as obstacles; how- to the Well of Demons. The captives here know only that
ever, the devils have the advantage that they can fly. gnolls came and took away the missing pair.

When the spined devils are dead and if only one duer- Of the remaining four captives, three are human
gar remains, the survivor attempts to flee, moving through prospectors who were caught in the Labyrinth by Grim-
Location 27 to Location 28 to warn Murkelmor. merzhul patrols. The last one is Gru, a goblin, who was
sold by his fellow Bloodreavers to the duergar. He is
Features of the Area vocally annoyed that the Bloodreavers sold him into
slavery. He can provide no useful information about the
Brazier: This brazier is full of hot coals. A creature Horned Hold or the fate of the other two slaves, but he
entering this space takes 1d4 fire damage. might lie if he thinks it will benefit his situation.

Ceiling: 20 feet high.
Iron Door: The iron door on the north side of the room
is locked. A character can unlock it with a DC 20 Thievery
check or break it open with a DC 25 Strength check.
Iron Ladder: A steep iron ladder leads down into each
slave pit. Creatures on the ladder move at half speed.
Slave Pits: Each pit is 15 feet deep and has a floor of
hard-packed sand. Falling into a pit deals 1d10 damage.
The prisoners are manacled to the walls; the manacles
require a DC 20 Thievery check to unlock or a DC 22
Strength check to break away from the wall. The manacles
can also be broken by attacking them (AC 8, Fortitude 8,
Reflex 8; hp 30).
Fourteen captives occupy the pits.
Secret Door: A character can locate the secret door
on the eastern wall with a DC 20 Perception check. This
passage leads into the back of the fireplace in Murkelmor’s
room.

25

ENCOUNTER H8: MURKELMOR’S CHAMBER

Encounter Level 6 (1,300 XP) 2 Duergar Shock Troopers (D) Level 6 Brute

Setup Medium natural humanoid, dwarf (devil) XP 250 each

2 duergar shock troopers (D) Initiative +3 Senses Perception +5; darkvision
1 duergar theurge (T)
Murkelmor (M) HP 90; Bloodied 45

The leader of Clan Grimmerzhul and the duergar in AC 19; Fortitude 20, Reflex 16, Will 18
charge of the Horned Hold is Murkelmor, a paladin of
Asmodeus. Location 28 is his personal chamber. He keeps Immune illusion; Resist 10 fire, 10 poison
two loyal bodyguards and an attendant theurge here.
Speed 5
Place the poster map, revealing only the section that
includes this chamber. m Warhammer (standard; at-will) ✦ Weapon

If any creatures from Encounters H4, H5, or H7 sur- +9 vs. AC; 1d10 + 4 damage.
vived and warned Murkelmor about intruders, then the
creatures in this area are vigilant and ready for trouble. R Beard Quills (minor; encounter) ✦ Poison
If Murkelmor has not been warned, then an adventurer
listening at the door might overhear the duergar leader Ranged 3; +9 vs. AC; 1d8 + 3 damage, and ongoing 2 poison
speaking.
damage and –2 penalty to attack rolls (save ends both).
Perception Check
DC 10: You hear the roar of a fire and the crackle of burning Expand (when first bloodied; encounter) ✦ Polymorph
logs.
The duergar shock trooper becomes Large, occupying 4 squares
DC 15: Over the sound of the fire, you make out a guttural
voice ranting viciously. instead of 1. Any creatures in the squares that the shock trooper

If the listener understands Dwarven, he or she can comes to occupy are pushed 1 square. The shock trooper also
decipher Murkelmor’s words. He is haranguing another
person, using words such as lazy, unfit, and weak. He goes gains reach 2 and a +5 bonus to its melee damage rolls. The
on to speculate that, if the clan wasn’t riddled with doubt
and weakness, they wouldn’t be so beholden to the Mages shock trooper remains Large until the end of the encounter.
of Saruun.
Alignment Evil Languages Common, Deep Speech, Dwarven
When the PCs enter this chamber, show them “Meet-
ing Murkelmor” on page 29 of Adventure Book One, Skills Dungeoneering +12
and read:
Two large fireplaces—both filled with roaring f lames—stand on Str 19 (+7) Dex 11 (+3) Wis 14 (+5)
either side of the room. A short staircase leads up to an area fur-
nished as a bedroom. The stairs are f lanked by statues of leering Con 20 (+8) Int 10 (+3) Cha 7 (+1)
gargoyle-like monsters.
Equipment chainmail, warhammer
Several grim-looking dwarves with gray skin and bristling,
orange beards glare at you. One stands at the top of the steps, Duergar Theurge (T) Level 5 Controller
wearing armor of black plate and carrying an enormous maul.
Medium natural humanoid, dwarf (devil) XP 200
“So, you think to challenge the Grimmerzhul?” he snarls. “It’s
your last mistake, fools! I think I’ll sell the lot of you to mind f lay- Initiative +4 Senses Perception +4; darkvision
ers and count my gold while they feast on your brains.”
HP 64; Bloodied 32

AC 20; Fortitude 17, Reflex 18, Will 17

Immune illusion; Resist 10 fire, 10 poison

Speed 5

m Warhammer (standard; at-will) ✦ Weapon

+10 vs. AC; 1d10 + 1 damage.

R Firebolt (standard; at-will) ✦ Fire

Ranged 10; +9 vs. Reflex; 1d10 + 4 fire damage.

A Brimstone Hail (standard; recharge ⚄ ⚅)✦ Fire

Area burst 2 within 15; +9 vs. Reflex; 1d8 + 4 fire damage, and

the target is knocked prone.

A Vile Fumes (standard; recharge ⚄ ⚅) ✦ Poison

Area burst 2 within 15; +9 vs. Fortitude; 1d8 poison damage,

and the target is blinded until the end of the duergar theurge’s

next turn.

C Wave of Despair (standard; encounter) ✦ Psychic

Close blast 5; +9 vs. Will; 1d8 + 4 psychic damage, and the target

is slowed and dazed (save ends both).

Alignment Evil Languages Common, Deep Speech, Dwarven

Skills Dungeoneering +11

Str 13 (+3) Dex 15 (+4) Wis 14 (+4)

Con 16 (+5) Int 18 (+6) Cha 11 (+2)

Equipment warhammer

26

BREANNE MILLERMurkelmor (M) Level 7 Elite Soldier Features of the Area

ENCOUNTER H8: MURKELMOR’S CHAMBERMedium natural humanoid, dwarf (devil)XP 600Illumination: The lower part of the room has bright
light from the fireplaces. The upper part of the room is in
Duergar’s Demand aura 5; allies in the area gain a +2 bonus to dim light.

damage rolls. Bathtub: The bathtub is difficult terrain. It is full of
water, and any creature that ends its turn in a square
Initiative +6 Senses Perception +6; darkvision occupied by the bathtub gains an additional saving throw
against ongoing fire damage.
HP 168; Bloodied 84
Fireplaces: The two large fireplaces in the southern
AC 23; Fortitude 23, Reflex 20, Will 21 half of the room each contain perpetual flames fueled by
magic. Any creature that enters or begins its turn in a fire-
Immune illusion; Resist 10 fire, 10 poison place takes 2d10 fire damage.

Speed 5 Secret Doors: The secret doors require a DC 25 Per-
ception check to detect. The passage beyond the first door
Saving Throw +2 leads into Location 26.

Action Points 1 Treasure: Murkelmor has rich tastes, an example of
which is the idol in the iron lockbox under his bed. The
m Maul (standard; at-will) ✦ Weapon box can be opened with the key that he has on his person,
or the lock can be picked with a DC 25 Thievery check.
+14 vs. AC; 2d6 + 6 fire damage. The box contains 261 gp, an onyx demon idol with ruby
eyes worth 250 gp, and a +2 amulet of health. Murkelmor
M Fearsome Smite (standard; at-will) ✦ Weapon wields a +2 flaming maul.

+14 vs. AC; 2d6 + 6 fire damage, and the target is pushed 2 Conclusion

squares. Murkelmor can then shift 2 squares to end adjacent to Following Murkelmor’s death, any surviving duergar
abandon the Horned Hold within a few hours, retreating
the target. to their city in the Underdark. If the adventurers have not
yet rescued the captives in Location 26, the duergar simply
M Fiery Smite (standard; recharge ⚄ ⚅) ✦ Weapon leave them behind, for they don’t want to be slowed down.

+12 vs. Fortitude; 2d6 + 6 fire damage, and ongoing 5 fire damage After defeating Murkelmor and clearing out the
Horned Hold, the adventurers likely have a number of
(save ends). The target is knocked prone. people to escort back to the Seven-Pillared Hall. They
must then locate the Blackfang gnolls who took the
R Beard Quills (minor; encounter) ✦ Poison remaining two Riverdown captives as slaves.

Ranged 3; +12 vs. AC; 1d8 + 3 damage, and ongoing 2 poison

damage and –2 penalty to attack rolls (save ends both).

Heal with Fire (minor; recharge ⚅) ✦ Fire, Healing

Murkelmor or an adjacent ally regains 25 hit points. Until the

end of that creature’s next turn, anyone attacking it takes 5 fire

damage.

Alignment Evil Languages Common, Deep Speech, Dwarven

Skills Dungeoneering +13, Religion +11

Str 19 (+7) Dex 13 (+4) Wis 17 (+6)

Con 20 (+8) Int 15 (+5) Cha 13 (+4)

Equipment plate armor, +2 flaming maul

Tactics

Murkelmor joins the duergar shock troopers, fighting at
the bottom of the steps. The shock troopers hold their
ground and pound away at any PCs who challenge them.
The duergar theurge, still stinging from Murkelmor’s
berating, moves to the top of the stairs where she can
safely use her ranged attacks. She casts brimstone hail and
vile fumes at the outset, attempting to capture the group in
the area before they disperse.

Murkelmor looks for an opportunity to use fearsome
smite to push an enemy into the roaring flames on either
side of the room. He is resistant to fire, so he follows a
foe into the flames, attempting to cut off escape routes. If
only one of Murkelmor’s allies remains, or if Murkelmor
is bloodied, Murkelmor shifts away and retreats into the
western fireplace, where a secret door is hidden. He flees
into Location 26, hoping to gain help from his allies there.
If these allies are already defeated, he heads into Location
27 and south into Location 22, hoping to rally the orcs
and the ogre. If these too have been defeated, Murkelmor
makes his way eastward, searching other rooms for allies.

27

INTERLUDE 2: THE AMBUSH

Encounter Level 5 (1,100 XP) Setup

the Seven-Pillared Hall 1 bronze warder (W)
2 tief ling heretics (H)
When the adventurers return to the Seven-Pillared Hall
after exploring the Chamber of Eyes and the Horned The tiefling heretics crouch on the ledge inside the cave,
Hold, news spreads quickly of their deeds. Paldemar, the while the bronze warder hides behind a boulder. A PC
missing member of the Mages of Saruun, hears of these must make a DC 25 Perception check to notice the tief-
deeds and decides that the adventurers might pose a lings and a DC 20 Perception check to notice the bronze
threat to his bid for power. He dispatches two of his tief- warder. If the PCs fail to notice the ambushers, the
ling servants and a bronze warder to eliminate them. ambushers gain a surprise round.

The tieflings deliver a message to the adventurers When the adventurers approach the chamber, read:
through the kobold Charrak (see page 16 of Adventure Book You arrive at the location indicated on the map. It is a natural
One). Charrak knows nothing about Paldemar or the tief- cave with a 10-foot-high ledge that runs around its interior
ling’s plan; he knows only that a shadowy figure in a cloak perimeter. Several large boulders crowd the area. At first, there’s
gave him 5 sp to deliver the message. no sign of anyone waiting to greet you, but then suddenly crea-
tures spring out of hiding and attack. It’s a trap!
The message, which is unsigned, reads as follows:
Your actions against the duergar are commendable. I am in a Bronze Warder Level 7 Elite Soldier
position of power in the evil organization behind the duergar’s
actions, and I wish to help you defeat my comrades. I have been Large natural animate, construct XP 600
seeking a way out of the organization, and I believe you can help
me. Follow the attached map so that we can meet in secret. Initiative +4 Senses Perception +2; darkvision

HP 168; Bloodied 84

The map shows a small chamber off the Road of Shadows AC 25; Fortitude 23, Reflex 20, Will 21
just outside the Seven-Pillared Hall. There, the agents of
Paldemar lie in wait. Immune charm, fear, poison; Resist 5 to all damage

Saving Throws +2

Speed 5; see also inexorable movement and ponderous

Action Point 1

2 Tiefling Heretics (H) Level 6 Artillery m Greataxe (standard; at-will) ✦ Weapon

Medium natural humanoid XP 250 each Reach 2; +14 vs. AC; 1d12 + 5 damage.

Initiative +8 Senses Perception +6; low-light vision M Rampage (standard; recharge ⚄ ⚅)

HP 60; Bloodied 30 The bronze warder can move 3 squares, and all smaller creatures

AC 20; Fortitude 17, Reflex 18, Will 18 whose space the warder enters are pushed 1 and knocked prone.

Resist 11 fire After moving, the bronze warder can use axe sweep.

Speed 6 C Axe Sweep (free, usable only immediately after rampage; at-will)

m Dagger (standard; at-will) ✦ Weapon ✦ Weapon

+10 vs. AC (+11 against a bloodied target); 1d4 + 2 damage. Close burst 1; +14 vs. AC; 1d12 + 5 damage, and ongoing 5

r Balefire (standard; at-will) ✦ Fire damage (save ends).

Ranged 10; +9 vs. Reflex (+10 against a bloodied target); 1d8 + 5 Guard (immediate reaction, when the bronze warder’s master is

fire damage, and ongoing 5 fire damage (save ends). within 2 squares of it and is hit by an attack; recharge ⚄ ⚅)

R Serpent Curse (standard; encounter) ✦ Illusion, Psychic The bronze warder takes half of the attack’s damage, and its

Ranged 10; illusory snakes appear and attack the target; +9 vs. master takes the other half.

Will (+10 against a bloodied target); 1d6 + 5 psychic damage, and Inexorable Movement

ongoing 5 psychic damage (save ends). The bronze warder can move through a smaller creature’s space,

Cloak of Escape (immediate reaction, when the tiefling heretic is hit but it cannot end its movement in an occupied space.

by a melee attack; at-will) ✦ Teleportation Ponderous

The tiefling heretic teleports 5 squares. The bronze warder cannot shift.

Infernal Wrath (minor; encounter) Alignment Unaligned Languages —

The tiefling heretic gains a +1 power bonus to its next attack roll Str 20 (+8) Dex 9 (+2) Wis 8 (+2)

against an enemy that hit it since the tiefling heretic’s last turn. Con 20 (+8) Int 3 (–1) Cha 3 (–1)

If the attack hits and deals damage, the tiefling heretic deals an

extra 5 damage.

Alignment Any Languages Common

Skills Bluff +15, Insight +11, Stealth +15

Str 15 (+5) Dex 20 (+8) Wis 16 (+6)

Con 18 (+7) Int 13 (+4) Cha 20 (+8)

Equipment dagger

28

MIKE SCHLEY Tactics Back in the

INTERLUDE 2: THE AMBUSHThe bronze warder attempts to push the boulder near Seven-Pillared Hall
the entrance both to crush the PCs and to trap them in
the room. Meanwhile, the heretics use their powers to After the attempt on their lives, the PCs might go back to
attack the characters at range. The bronze warder fights to the Seven-Pillared Hall to search for answers to questions
hold the PCs back, engaging as many of them in melee as prompted by the scrolls. Play out specific interactions
possible. between the PCs and NPCs of your choice. Here are some
sample questions and answers.
The heretics and the bronze warder fight to the death.
If they fail to defeat the PCs, they face a worse fate at the Who is Paldemar?
hands of Paldemar. “Paldemar is a member of the Mages of Saruun. He has been
missing and out of contact with the Mages for many weeks.”
Features of the Area Orontor, the only mage currently present in the Hall,
offers a reward for information on what Paldemar is up to
Boulders: The three boulders are over eight feet and for stopping his unauthorized activities.
tall. As a standard action, a creature can make a DC 17 Who are the Blackfangs?
Strength check to move a boulder up to half the creature’s “Oh, they’re a nasty group of gnolls that skulks about in the
speed. The creature must move with the boulder, stay- deeper parts of the Labyrinth. You’ll want to keep away from
ing in the same position relative to the boulder as when them. They often capture miners and explorers, and being that
the creature started the move. Any character caught the creatures are demon worshipers, I can only imagine the hor-
between a wall and a boulder takes 2d6 + 6 damage and rible things they do to their prisoners.”
is restrained until he or she succeeds on a DC 17 Strength Is there any connection between Paldemar and the
check to move the boulder or a DC 15 Acrobatics check to gnolls?
escape. “The gnolls only recently appeared in the Labyrinth, and
Paldemar disappeared several weeks ago. I can’t imagine what
Ledge: The ledge is 10 feet high and requires a DC 15 a wizard and gnolls would have to do with each other, but I sup-
Athletics check to climb. pose a connection is possible.”
Have you ever heard of Maldrick Scarmaker?
Rubble: This area is difficult terrain. “No, can’t say I have, but if he’s a gnoll—especially a chieftain—
Treasure: Once the PCs have defeated the ambushers, you can be sure he’s dangerous.”
they can recover a small satchel from one of the tieflings.
The satchel contains a scroll case with three scrolls inside.
The first scroll reads:

I don’t care how you do it, but deal with these adventurers. Take
one of the bronze warders if you must. If they remain in the
Labyrinth, they could disrupt my plans. Once you’ve dealt with
them, deliver their bodies to our gnoll friends, along with the
enclosed scroll.

Paldemar

One of the scrolls has a wax seal bearing an ornate letter
“P.” The scroll reads as follows:

To Maldrick Scarmaker, Exalted Chieftain of the Blackfangs and
Chosen of Yeenoghu: Paldemar offers you the corpses of these
champions as a gift of ongoing friendship, that our arrangement
might continue to be mutually beneficial. May you savor their
blood.

Your friend and ally, Paldemar

The final scroll bears a map of the Labyrinth that has
directions to the Well of Demons, which is circled and
marked with the word “Blackfangs.”

One of the tieflings also wears a command amulet. Even
if the bronze warder somehow survives the battle, a PC
donning the necklace must know the correct command
word to gain control of the warder, and that is knowledge
that only Paldemar and his trusted servants possess.

29

AREA 3: THE WELL OF DEMONS (W1–W10)

The Well of Demons was once a monastery dedicated to Maldrick’s ritual to rededicate the inner sanctum to
Baphomet, demon lord of berserkers, destruction, and Yeenoghu is nearing completion. Unless the PCs drag their
mindless fury. The minotaurs of the Labyrinth worshiped feet, Maldrick remains locked away in the inner sanctum,
Baphomet above all other gods, devils, and demons. The and the Riverdown captives, who are to be sacrifices,
Well of Demons was an isolated complex used by Baphom- remain alive. If the ritual is completed, Maldrick emerges
et’s priests to test those who wished to gain the demon and organizes the gnolls, taking the fight to the PCs.
lord’s greatest blessings. At that point, you can determine the events that follow,
including what effect the rededicated sanctum might have.
Once, this place consisted of a series of chambers Regardless, Maldrick keeps the silver key with him and
designed to challenge a petitioner’s abilities. Those who personally hunts down the PCs.
survived the tests were inducted into Baphomet’s inner
mysteries. Many of Baphomet’s high priests dwelled here, Well of Demons
and many of the cult’s greatest treasures were gathered
and sealed within the area’s inner sanctum. Overview

When the Labyrinth fell into ruin, the Well of Demons The Well of Demons was once a monastery dedicated to
remained an active center of Baphomet worship for many Baphomet, so its walls bear images and symbols from the
decades. In the end, a band of Demogorgon worshipers demon lord’s cult.
raided the place and drove out Baphomet’s faithful, yet
many of the cult’s treasures remained undisturbed within 1. Chamber of the Well (W1): The gnolls let several
the inner sanctum. Underdark predators guard this chamber, the entrance to
the Well of Demons.
Now Maldrick Scarmaker, a gnoll follower of Yeeno-
ghu, and his Blackfang gnolls occupy the Well of Demons, 2. Gnoll Barracks (W2): The gnolls under Maldrick’s
which they search for artifacts and items on behalf of Pal- command dwell here, along with their hyenas.
demar. A few gnolls have managed to overcome the tests of
Baphomet and gain access to the inner sanctum. 3. Practice Hall (W3): This chamber is used for
archery practice. Maldrick’s hunters are found here.
If the adventurers want to stop the gnolls and rescue
the remaining two Riverdown captives from a terrible fate, 4. Shrine to Baphomet (W4): This area once served
they must overcome Baphomet’s trials and gain access as a shrine to Baphomet. The gnolls have since claimed
to the inner sanctum. There, they can face Maldrick the area as a headquarters. The Book of Wrath Unveiled lies
Scarmaker and stop his efforts to dedicate the sanctum in this cave.
to Yeenoghu. The PCs can also uncover the truth about
Paldemar’s plans, rescue the remaining two Riverdown 5. Antechamber to the Proving Grounds (W5):
captives, and recover the silver key, an item required to This bloodstained chamber leads into the Proving
enter the Tower of Mysteries, the stronghold of Paldemar. Grounds. Here the PCs meet the spirits of several adven-
turers who can provide them with useful clues.
The Goal
6. Hall of Enforced Introspection (W6): The traps
The adventurers learn that they must recover four items— in this strange chamber were designed to test the mental
The Book of Wrath Unveiled, the face of Baphomet, the toughness and faith of Baphomet’s petitioners. The PCs
bloodhorn blade, and the bell of fury’s calling—if they wish to must overcome this room’s challenges to claim a mask
open the door to the inner sanctum. called the face of Baphomet.

Three of the items rest within chambers that once 7. Hall of the Crimson Whip (W7): A pair of demon-
tested Baphomet’s faithful. Together, the items complete a possessed statues were designed to test the physical might
ritual that unleashes the Guardian, a green dragon. Once of Baphomet’s followers. The PCs must face the statues
they overcome the Guardian, they can enter the sanctum. and recover the bloodhorn blade.

The Blackfang Gnolls 8. Hall of Howling Pillars (W8): The bell of fury’s call-
ing, another item the PCs need, is guarded here by strange
The Blackfang gnolls and their demonic allies infest the pillars sculpted from the souls of the damned.
Well of Demons. Maldrick is isolated from his minions,
leaving them without leadership. If the PCs enter the Well 9. The Proving Grounds (W9): With the four items
of Demons, slay some gnolls, and then leave, you must in hand, the PCs must return to the Proving Grounds and
determine the remaining gnolls’ response. These creatures complete a ritual. The ritual opens the door to the inner
lack discipline, and although they might attempt to set up sanctum, and also calls forth the Guardian and activates
sentinels, their response lacks organization. traps in the Proving Grounds.

10. The Inner Sanctum (W10): This room contains
Maldrick, his demonic allies, the Riverdown captives, and
the components Maldrick needs to rededicate the temple.

30

MIKE SCHLEY

AREA 3: THE WELL OF DEMONS

31

Random Events Demon Attack

The barrier between the world and the Abyss is thin in the The barrier between the Well of Demons and the Abyss
Well of Demons. Each time the adventurers take a short breaks down, allowing a barlgura to escape from the
rest or an extended rest there, roll 1d20 and consult the Abyss. It appears among the PCs, adjacent to a randomly
table. determined character, and attacks. The barlgura fights to
the death.

1–10 No event Barlgura Level 8 Brute
11–12 Ghost of the Past
13–14 The Avenging Dead Large elemental beast (demon) XP 350
15–16 Demon Attack
17–18 Glimpse of the Abyss Initiative +7 Senses Perception +12; low-light vision
19–20 The Emissary
HP 108; Bloodied 54; see also savage howl

AC 19; Fortitude 20, Reflex 17, Will 17

Resist 10 variable (1/encounter; see Monster Manual page 282)

Speed 8, climb 8

If no event occurs, add 2 the next time you roll. This effect m Slam (standard; at-will)
is cumulative until an event occurs.
Reach 2, +10 vs. AC; 1d8 + 6 damage, or 2d8 + 6 damage if the
Each event occurs only once. If you roll an event that
has already happened, roll again (do not reroll if the result barlgura is bloodied.
is 1–10). An event interrupts the adventurers’ rest, so
they will not have benefited from the rest when the event M Double Attack (standard; at-will)
occurs.
The barlgura makes two slam attacks.

Savage Howl (free, when first bloodied; encounter)

The barlgura and all allies within 5 squares of the barlgura gain a

+2 bonus to attack rolls until the end of the barlgura’s next turn.

Alignment Chaotic evil Languages Abyssal

Ghost of the Past Skills Athletics +15

When the Baphomet worshipers were driven from the Str 22 (+10) Dex 16 (+7) Wis 16 (+7)
Well of Demons, they fled through the Labyrinth, where
they died at the hands of troglodytes inhabiting the area. Con 18 (+8) Int 6 (+2) Cha 12 (+5)
After death, the spirits of the priests of Baphomet returned
to the monastery and continued to wander its halls. Glimpse of the Abyss

The spectral figure of a minotaur appears among the For a moment, the fabric of reality unravels and the PCs
PCs and emits a wail of rage and anguish. If the PCs gain a horrific glimpse of the Abyss. Each character is the
were resting within 10 squares of an encounter area, the target of a +8 attack against his or her Will defense. On a
creatures in that area emerge to investigate the haunting hit, a character takes a –2 penalty to Will defense until the
sound. character completes a short rest.

The Avenging Dead The Emissary

The restless spirit of a minotaur priest attempts to possess The spirit of a quasit, a minor demon, appears before the
a PC to spread chaos. The spirit is too weak to take full PCs. It is an emissary from the court of Demogorgon.
control of the character, so it waits to seize control until Eager to see both Yeenoghu and Baphomet suffer, the
a critical moment. The PC with the lowest Will defense quasit offers the PCs advice, but at a price.
(pick one at random if there is a tie) comes under attack
from the priest. The spirit makes a +7 attack against the The quasit offers to answer three questions about the
character’s Will defense. If the spirit hits, then the next Well of Demons. The PCs can either give it 100 gp or
time that character is bloodied, he or she makes a basic spend a healing surge to have it answer a question. The
attack against a randomly determined ally on his or her quasit offers as little information as possible when answer-
next turn. ing, and it provides responses that urge the PCs to press
forward regardless of danger.
When the character is hit by the spirit’s attack, do not
tell the character’s player what has happened. Instead, The quasit’s form is intangible, and if attacked, it takes
when the priest forces the character to attack an ally, the no damage and immediately retreats out of sight. PCs
character blurts a war cry in Giant, praising Baphomet. choosing to give the creature coins see the coins disap-
The spirit is too weak to take any more actions through the pear before their eyes. A PC who spends a healing surge
character and departs unseen after forcing the character feels an otherworldly force suck the life out of him or her.
to make the single attack. When negotiations are complete and three questions are
answered, the quasit disappears.

32

RON LEMEN (2)

AREA 3: THE WELL OF DEMONS

33

ENCOUNTER W1: CHAMBER OF THE WELL

Encounter Level 5 (1,050 XP) The monsters attack while this message is uttered.
The PCs must make Perception checks to avoid being
Setup surprised.

2 cavern chokers (C) Perception Check
1 ghoul (G) DC 21: You notice a hunched figure skulking behind one of the
1 phalagar (P) columns. Seeing that it has your attention, the creature attacks.
DC 27: A pair of creatures with long arms cling to the ceiling,
Don’t place any of the monsters when the PCs first arrive hiding within narrow cracks at the top of the columns and watch-
at this location. All of the creatures begin play in hiding, as ing you intently. Seeing that you’ve noticed them, they attack.
described below.
2 Cavern Chokers (C) Level 4 Lurker
This place was once an entry chamber for those who
sought to become initiates into the cult of Baphomet. Cur- Small natural humanoid XP 175 each
rently, Maldrick and his Blackfang allies rely on several
Underdark predators to watch over this place. Initiative +9 Senses Perception +3; darkvision

A well in this room hides a phalagar, a squidlike crea- HP 42; Bloodied 21
ture that burrows through the earth and uses its tentacles
to grab and rend its prey. The phalagar usually stays in the AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13
well because the gnolls feed it there, but if prey enters the
chamber, it is quick to burrow over and rise up from the Speed 6, climb 6 (spider climb)
floor to attack.
m Tentacle Claw (standard; at-will)
A lone ghoul also skulks around the columns, waiting
to scavenge food from the phalagar’s meals. The phalagar Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is grabbed
ignores the ghoul, preferring live prey.
(until escape). A target trying to escape the grab takes a –4
Two chokers hide along the room’s ceiling, near the
tops of two of the columns, also waiting to scavenge bits of penalty to the check.
food from the phalagar. All the predators have learned to
recognize the gnolls as providers of food, but they quickly M Choke (standard; at-will)
attack anything else that comes through the room.
Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage.
The columns in the room are imbued with magic that
causes the minotaur faces inscribed upon them to speak a Body Shield (immediate interrupt, when targeted by a melee or a
greeting to those who enter this room. The monsters in the
chamber use that distraction to launch an ambush. ranged attack against Reflex or AC; recharges when the choker

When the PCs enter the area, read: makes a successful tentacle claw or choke attack)
You see a large, square chamber. Five columns, three set near the
room’s corners and two in the middle of the chamber, rise up 15 The cavern choker makes its grabbed victim the target instead.
feet to the ceiling. Each column has the face of a leering, fanged
minotaur carved onto it. You notice a well in the southeastern The choker cannot use this power to redirect attacks made by a
corner of the room, and two passages lead away, one to the east,
the other to the south. creature it is currently grabbing.

The columns speak a few seconds after a creature enters Chameleon Hide (minor; at-will)
the room. A listener hears the message in his or her native
tongue, spoken in the deep tones of a powerful minotaur: The cavern choker gains concealment until the start of its next

Greetings, seekers of Baphomet’s boundless glory. turn. It can’t use this power while grabbing a creature or while
Those who prove unworthy of his attention
Shall be claimed forever as his slaves. grabbed.
Those who prove worthy
Shall be granted power beyond mortal reckoning. Alignment Unaligned Languages Common
Mask, bell, blade, and tome
Skills Stealth +10

Str 17 (+5) Dex 17 (+5) Wis 13 (+3)

Con 12 (+3) Int 6 (+0) Cha 6 (+0)

Ghoul Level 5 Soldier

Medium natural humanoid (undead) XP 200

Initiative +8 Senses Perception +2; darkvision

HP 63; Bloodied 31

AC 21; Fortitude 18, Reflex 20, Will 17

Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Speed 8, climb 4

m Claws (standard; at-will)

+12 vs. AC; 1d6 + 4 damage, and the target is immobilized (save

ends).

M Ghoulish Bite (standard; at-will)

Target must be immobilized, stunned, or unconscious; +10 vs. AC;

3d6 + 4 damage, and the target is stunned (save ends).

Alignment Chaotic evil Languages Common

Skills Stealth +11

Str 14 (+4) Dex 19 (+6) Wis 11 (+2)

Con 15 (+4) Int 10 (+2) Cha 12 (+3)

34

MIKE SCHLEYPhalagar Level 6 Elite Controller

ENCOUNTER W1: CHAMBER OF THE WELLLarge natural magical beastXP 500

Initiative +5 Senses Perception +9; tremorsense 10

HP 142; Bloodied 71

AC 19; Fortitude 19, Reflex 17, Will 15

Saving Throws +2

Speed 6, burrow 6

Action Points 1

m Tentacle (standard; at-will)

Reach 4; +11 vs. AC; 2d6 + 5 damage, and the target is grabbed

(until escape).

C Tentacle Flurry (standard; recharge ⚄ ⚅)

Close burst 2; +11 vs. AC; 2d6 + 5 damage, and the target is

grabbed (until escape).

Grinding Tentacles ✦ Acid

At the start of the phalagar’s turn, any creature it is grabbing

takes 1d8 + 2 acid damage.

Threatening Reach

The phalagar can make opportunity attacks against enemies

within its reach (4 squares).

Alignment Unaligned Languages —

Skills Stealth +10

Str 20 (+8) Dex 15 (+5) Wis 13 (+4)

Con 15 (+5) Int 8 (+2) Cha 10 (+3)

Tactics Features of the Area

The monsters effectively fight as a team, although only Illumination: None. This chamber is totally dark
because their goals and tactics happen to coincide. when the PCs arrive.

When the phalagar detects the arrival of the PCs with Ceiling: 15 feet high.
its tremorsense, it begins to burrow toward them. Once Cracks: These splits in the ceiling go for several hun-
the voice starts speaking, the phalagar attacks, attempting dred feet before connecting with various areas in the
to grab the nearest PC. Although the floor is stone, the Labyrinth outside the Well of Demons. The chokers move
phalagar’s tentacles have no trouble pushing up through through these to hunt throughout the mountain.
loose spots. The phalagar remains underground, but its A Medium or smaller creature can move into and
tentacles can be attacked as if the creature were occupying through the cracks (at half speed or using the creature’s
a space above ground. climb speed), and the twisting route the cracks take
means that a creature has line of sight to a target only if it
The ghoul hides behind the southwestern column. is 4 squares away or less.
Unless the adventurers notice it, the ghoul waits until the Well: The well is 10 feet wide and 30 feet deep. It
phalagar begins combat and then leaps out to attack the once tapped into a subterranean stream, but that source
nearest PC. of water has long since dried up. The sides of the well are
rough hewn, requiring a DC 15 Athletics check to climb.
The chokers, like the ghoul, are opportunistic fighters.
They begin huddled in cracks near the tops of the north-
ernmost columns, and when the columns begin speaking,
they climb out along the ceiling and down the columns.
They attack when the phalagar attacks, potentially gaining
surprise. If the PCs notice them before this, the chokers
attack immediately. During melee, they try to use the col-
umns as barriers, gaining cover while attacking using their
long reach.

Because the chokers have reach, they remain near the
ceiling, meaning only melee attacks with reach or ranged
attacks can hit them. When bloodied, they attempt to flee
into one of the cracks on the ceiling. They are considered
to be squeezing as they move through the cracks.

35

ENCOUNTER W2: GNOLL BARRACKS

Encounter Level 6 (1,200 XP) When the battle begins, read:
From out of the darkness ahead, large shapes with red eyes and
Setup glistening fangs leap toward you. Running on all fours, their
claws clattering on the stone floor, these creatures bark-laugh as
4 hyenas (H) they rush forward, the sound both humorous and eerily crazy at
1 gnoll huntmaster (G) the same time.
2 gnoll marauders (M)

The three chambers in this encounter serve as a barracks When the huntmaster attacks, read:
for the gnoll warriors in the Well of Demons. The encoun- A large, doglike humanoid appears behind the hyenas, drawing
ter area includes a mess hall, where the gnolls drink and back the string of a powerful bow. As he looses an arrow at you,
pass the time when they’re not on guard duty; a kennel he calls out in a voice that carries the same laugh-bark pattern as
that houses several hyenas; and a bunk room. the hyenas. “Tear them apart—hee! bark! hee!—and feast on their
entrails, my beasts!”
The gnolls in this area are ill prepared for an attack.
Confident in the strength of the guardians in Location 1 Gnoll Huntmaster (G) Level 5 Artillery
and bolstered by the fearsome reputation of the Well of
Demons and the terror it inspires, they expect no trouble Medium natural humanoid XP 200
to invade their territory.
Initiative +6 Senses Perception +11; low-light vision
The hyenas are purposely kept half-starved and at
a fighting edge. They are always eager for a meal. The HP 50; Bloodied 25
hyenas keep a sharp watch on the corridor, and at the first
hint of creatures other than gnolls in the area, they bark AC 19; Fortitude 16, Reflex 17, Will 14
and howl and run back and forth within their enclosure.
When this happens, they eagerly wait to be released so Speed 7
they can attack the intruders.
m Handaxe (standard; at-will) ✦ Weapon
At the start of this encounter, the gnoll huntmaster rests
on the western bed in the bunk room. The gnoll maraud- +9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while bloodied;
ers sit in the mess hall, drinking and plotting future raids.
The hyenas keep watch from the kennel. Upon hearing the see also pack attack.
hyenas, the gnolls rush out to investigate any disturbance.
R Longbow (standard; at-will) ✦ Weapon

Ranged 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6

damage while bloodied; see also pack attack.

Pack Attack

The gnoll huntmaster deals an extra 5 damage on melee and

ranged attacks against an enemy that has two or more of the

huntmaster’s allies adjacent to it.

Alignment Chaotic evil Languages Abyssal, Common

Skills Intimidate +7, Stealth +11

Str 16 (+5) Dex 19 (+6) Wis 14 (+4)

When the adventurers enter the area, read: Con 14 (+4) Int 8 (+1) Cha 7 (+0)
The stench of rotting food—and worse—wafts down the corridor.
Several torches illuminate the hallway, and as soon as you step Equipment leather armor, handaxe, longbow, quiver of 30 arrows
forward, laughterlike barks echo from just beyond the light.
2 Gnoll Marauders (M) Level 6 Brute

Medium natural humanoid XP 250 each

4 Hyenas (H) Level 2 Skirmisher Initiative +5 Senses Perception +7; low-light vision

Medium natural beast XP 125 each HP 84; Bloodied 42

Initiative +5 Senses Perception +7; low-light vision AC 18; Fortitude 18, Reflex 15, Will 15

HP 37; Bloodied 18 Speed 7

AC 16; Fortitude 14, Reflex 13, Will 12 m Spear (standard; at-will) ✦ Weapon

Speed 8 +10 vs. AC; 1d8 + 6 damage, or 1d8 + 8 while bloodied; see also

m Bite (standard; at-will) quick bite and pack attack.

+7 vs. AC; 1d6 + 3 damage; see also pack attack. M Quick Bite (free, when the gnoll marauder hits a bloodied enemy

Pack Attack with a melee attack; at-will)

A hyena deals an extra 1d6 damage against an enemy adjacent to The gnoll marauder makes a bite attack against the same target:

two or more of the hyena’s allies. +7 vs. AC; 1d6 + 2 damage, or 1d6 + 4 damage while bloodied.

Harrier Pack Attack

If a hyena is adjacent to an enemy, all other creatures have The gnoll marauder deals an extra 5 damage on melee attacks

combat advantage against that enemy when making melee against an enemy that has two or more of the marauder’s allies

attacks. adjacent to it.

Alignment Unaligned Languages — Alignment Chaotic evil Languages Abyssal, Common

Str 16 (+4) Dex 15 (+3) Wis 12 (+2) Skills Intimidate +8, Stealth +10

Con 13 (+2) Int 2 (–3)Cha 5 (–2) Str 20 (+8) Dex 14 (+5) Wis 14 (+5)

Con 14 (+5) Int 9 (+2) Cha 7 (+1)

Equipment leather armor, light shield, spear

36

MIKE SCHLEY Tactics Treasure: In the mess hall, beside a set of dice on the
table where the gnoll marauders were sitting, are three
ENCOUNTER W2: GNOLL BARRACKSThe gnolls lack clever tactics, but they’re competent war- small piles of coins, totaling 42 gp. A successful DC 20
riors. The huntmaster rests in the bunk room, but he Perception check in the bunk room reveals a small cache
keeps the door open so he can watch the hyenas. At the of treasure under the western bed. The cache contains 76
first sign of trouble, he grabs his weapons, moves to the gp and a topaz worth 150 gp. A search of the pen in the
kennel, and opens the door to the hyena pen. The hyenas kennel (DC 25 Perception check) uncovers a cloak of resis-
delay until they can charge out to attack. The huntmas- tance +2 hidden in the straw.
ter remains behind them, using them as a barrier as he
fires his bow at the enemy that has so brazenly entered
gnoll territory.

The marauders rush out to fight alongside the hyenas,
something they have done before. The marauders and
the hyenas attempt to catch the adventurers in one of the
hall’s intersections so that they can gain the benefit of pack
attack.

The huntmaster readies shots to fire at adventurers
who move into a position where he can gain the pack attack
extra damage. Otherwise, he concentrates his attacks on
wizards and other spellcasters.

The marauders and the hyenas fight to the death.
The huntmaster attempts to flee to Location 3 when he
becomes bloodied or if only one of his allies remains
(either a gnoll or a hyena).

Features of the Area

Illumination: Bright light in the corridor and the mess
hall, provided by three everburning torches mounted on
the walls. The kennel is dark.

Beds: A bed can provide cover for someone adjacent to
it. Hopping onto a bed costs 1 extra square of movement.
A character can use a standard action to tip over a bed,
which can then grant superior cover to a prone creature.

Chairs: Chairs do not limit or restrict movement
through a square. A chair is light enough to be picked up
and used as an improvised weapon.

Pen: The pen in the kennel has been outfitted with
metal bars to contain the hyenas. The pen’s door is kept
closed but not locked. It can be opened with a minor
action.

Tables: The tables are tall enough that a Small crea-
ture can move under them and gain cover from doing so.
Hopping onto a table costs 1 extra square of movement.
A character can use a standard action to tip over a table,
which can then grant cover to a standing creature or supe-
rior cover to a prone creature.

Waste: Food scraps and other waste—all of it reeking—
is strewn over the floor in the hyena pen. These squares
do not affect movement, but a character who enters the
kennel takes a –2 penalty to all defenses (save ends). The
gnolls and the hyenas are immune to this effect.

37

ENCOUNTER W3: PRACTICE HALL

Encounter Level 6 (1,300 XP) 4 Hyenas (H) Level 2 Skirmisher

Setup Medium natural beast XP 125 each

4 hyenas (H) Initiative +5 Senses Perception +7; low-light vision
4 gnoll huntmasters (G)
1 dire boar (D) HP 37; Bloodied 18

This chamber was once dedicated to the study of the AC 16; Fortitude 14, Reflex 13, Will 12
vicious martial arts practiced by the minotaur disciples of
Baphomet. Monks fought to the death here during practice Speed 8
sessions, honing their skills while winnowing the weak
from their ranks. Those that fell in battle were embalmed m Bite (standard; at-will)
and reanimated as mummy guardians of the tombs of
Baphomet’s high priests. Those tombs lie somewhere in +7 vs. AC; 1d6 + 3 damage; see also pack attack.
the Labyrinth, not yet discovered by the current occupants
of Thunderspire Mountain. Pack Attack

Currently, gnolls in this room use a captured dire boar A hyena deals an extra 1d6 damage against an enemy adjacent to
for target practice. The hyenas surround the makeshift
pen, harrying the boar and inciting its rage. two or more of the hyena’s allies.

If a gnoll escaped from Location 2, it ran to this room. Harrier
In that case, the gnolls are aware of the intruders and are
prepared to fight. They hide behind the hay bales and are If a hyena is adjacent to an enemy, all other creatures have
ready to fire their longbows at the first character to enter
the chamber. Any PC entering through either of the north- combat advantage against that enemy when making melee
ern doors must succeed on a DC 21 Perception check to
notice the hiding gnolls or be caught unaware, giving the attacks.
gnolls a surprise round to take their shots. Any PC enter-
ing through the southern door is automatically aware of Alignment Unaligned Languages —
the gnolls.
Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
When the adventurers enter the chamber, read:
The walls of this chamber are covered with faded murals that Con 13 (+2) Int 2 (–3) Cha 5 (–2)
depict minotaurs in combat. The images show minotaurs fight-
ing each other, as well as battling demons, dwarves, humans, and 4 Gnoll Huntmasters (G) Level 5 Artillery
dragonborn. In all the pictures, the minotaurs lack weapons and
armor. They use their horns, teeth, and bare hands to rend their Medium natural humanoid XP 200 each
opponents from head to toe.
Initiative +6 Senses Perception +11; low-light vision
A barrier of hay bales divides the room. In the northern por-
tion of the room, a large boar is chained to the f loor inside a pen. HP 50; Bloodied 25
Arrows jut from the trapped creature, and the f loor around it is
covered with splatters of blood. Hyenas encircle the pen, trying to AC 19; Fortitude 16, Reflex 17, Will 14
bite the boar. One by one, the hyenas become aware of your pres-
ence and turn their attention in your direction. Speed 7

m Handaxe (standard; at-will) ✦ Weapon

+9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while bloodied;

see also pack attack.

R Longbow (standard; at-will) ✦ Weapon

Ranged 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6

damage while bloodied; see also pack attack.

Pack Attack

The gnoll huntmaster deals an extra 5 damage on melee and

ranged attacks against an enemy that has two or more of the

huntmaster’s allies adjacent to it.

Alignment Chaotic evil Languages Abyssal, Common

Skills Intimidate +7, Stealth +11

Str 16 (+5) Dex 19 (+6) Wis 14 (+4)

Con 14 (+4) Int 8 (+1) Cha 7 (+0)

Equipment leather armor, handaxe, longbow, quiver of 30 arrows

The Dire Boar

The dire boar is the prized pet of Ulthand Deepgem. It
was captured by the gnolls during a raid on a dwarven
mining team. If released, the boar can be either an ally for
the adventurers or an enemy, depending on their actions.

The boar has been reduced to 42 hit points when the
adventurers enter the room. If it is released from its pen,
the boar attacks the nearest creature, whether gnoll,
hyena, or player character. However, a character can
engage in a skill challenge (see below) to get the boar to
accept the PCs as friends.

As a standard action, a character can make a DC 15
Strength check to uproot the spike keeping the boar
chained to the ground. Or the chain can be destroyed (AC
8, Reflex 8, Fortitude 8; hp 30). If released from the chain,
the dire boar easily knocks down the walls of the make-

38

MIKE SCHLEYshift pen and escapes. A pen wall can be knocked apart The PCs must achieve four successes before they
with a DC 18 Strength check. attain two failures to convince the boar that they are not
ENCOUNTER W3: PRACTICE HALLits enemies.
Once freed, the boar fights to the death unless it is
calmed down. Use the same skill challenge to accomplish Success in the skill challenge means that the boar fights
this, if the player characters want to save the beast and along with the PCs against the hyenas and gnolls. It fol-
keep it alive. lows them as long as they feed it and don’t mistreat it, but it
obviously wants to leave this place and return to its rightful
The PCs gain no XP for killing or defeating the dire owner. While the dire boar follows the PCs, it can be used
boar. If they are performing the quest for Ulthand Deep- as a mount or a pack animal, but it won’t fight beyond this
gem (see page 12 in Adventure Book One), then they earn battle unless it is specifically attacked by an enemy creature.
XP for rescuing the animal and returning it to the Seven-
Pillared Hall. Failure indicates that the dire boar attacks whoever is
nearest to it, friend and foe alike. It tries to escape from
Dire Boar Level 6 Brute the Well of Demons at the first opportunity.

Large natural beast (mount) XP 250 DC 22 Nature checks: You use your understanding of ani-
mals to calm and reassure the beast.
Initiative +3 Senses Perception +2
DC 17 Heal checks: You try to ease the creature’s pain.
HP 85; Bloodied 42; see also death strike Only one success with this skill counts toward completing
the skill challenge.
AC 17; Fortitude 21, Reflex 17, Will 16
Features of the Area
Speed 8
Illumination: Bright light. Four lanterns have been set
m Gore (standard; at-will) up along the walls.

+9 vs. AC; 1d10 + 4 damage, or 1d10 + 9 damage against a prone Hay Bales: A crude barrier constructed from bales of
moldy hay divides the room. The bales are about 4 feet
target. high. These squares count as difficult terrain and can pro-
vide cover to a creature standing behind a bale or superior
M Death Strike (when reduced to 0 hit points) cover to a prone creature behind one.

The dire boar makes a gore attack. Weapons: The barrel is filled with six spears, and
three longbows lay upon the floor nearby. Forty-three
M Rabid Charger (while mounted by a friendly rider of 6th level or arrows lay scattered on the floor around the barrel.

higher; at-will) ✦ Mount

When it charges, the dire boar makes a gore attack in addition to

its rider’s charge attack; see also furious charge.

Furious Charge

When a dire boar charges, its gore deals an extra 5 damage,

pushes the target 2 squares, and knocks the target prone on a hit.

Alignment Unaligned Languages —

Str 19 (+7) Dex 10 (+3) Wis 9 (+2)

Con 15 (+5) Int 2 (–1) Cha 8 (+2)

Tactics

The gnolls employ different tactics depending on how the
PCs enter the room. If the PCs enter through either of the
two northern doors, the huntmasters use the cover pro-
vided by the bales and begin firing arrows at the intruders.
The hyenas rush around the boar’s pen (indicated by the
dashed line) and attack the intruders, slowing the PCs’
approach to the gnolls.

If the PCs enter from the south, the gnolls leap over the
barrier and order the hyenas to attack.

If the PCs attack from the north and the south, the
gnolls shoot at them while retreating to the west, where
they make a more formidable stand against them.

Calming the Savage Beast

Skill Challenge

The PCs can attempt to calm the dire boar and get it to
accept them as friends. Since the dire boar is a trained
creature, it is predisposed to be friendly to nonhostile
humans and dwarves. Unfortunately, the cruel treatment
it has received from the gnolls has frightened it and made
it both scared and angry.

39

ENCOUNTER W4: SHRINE TO BAPHOMET

Encounter Level 6 (1,300 XP) Gnoll Demonic Scourge (S) Level 8 Brute (Leader)

Setup Medium natural humanoid XP 350

1 gnoll demonic scourge (S) Initiative +6 Senses Perception +7; low-light vision
1 barlgura (B)
2 tief ling darkblades (D) Leader of the Pack aura 5; allies in the aura gain a +1 bonus to attack

These three chambers once served as a shrine to rolls. While this creature is bloodied, the bonus increases to +2.
Baphomet. The gnolls have since claimed the area as a
headquarters. Don’t place any of the creatures when the HP 106; Bloodied 53
PCs first enter the corridor; the barlgura hasn’t appeared
yet, and the gnoll and the tieflings are not visible from the AC 20; Fortitude 21, Reflex 18, Will 18
PCs’ opening vantage point.
Speed 5
A gnoll demonic scourge is currently dealing with a
pair of tieflings, who seek to trick the gnolls out of the m Heavy Flail (standard; at-will) ✦ Weapon
items and the lore they have found here.
+13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; against a
The tieflings are here only to trick the gnolls into giving
them treasure and lore. The pair are brothers named bloodied enemy, this attack also knocks the target prone; see also
Azkelak and Katal. Both wear black clothing and carry
adventuring gear. pack attack.

The demonic scourge rests in her room, supposedly Bloodthirst
considering the tieflings’ offer but actually deciding the
best way to deal with them. She wants to sacrifice them to If the gnoll demonic scourge bloodies an enemy with a melee
Yeenoghu but worries that they might have useful knowl-
edge that they have not yet shared. She assumes they plan attack, an ally adjacent to the enemy can make a melee attack
to betray her, though, and has her weapons close at hand
and wears her armor. against that enemy as an immediate reaction.

The tieflings are in the guard room, waiting for the Overwhelming Attack (free; encounter)
scourge to respond to their offer of an alliance. The barl-
gura does not start the encounter in the area but appears The gnoll demonic scourge applies its bloodthirst power to two
later, as described under “Tactics.”
allies instead of one.
When the PCs enter the corridor that connects these
chambers, read: Pack Attack
The corridor, hewn from black rock, connects three different
areas. Ahead, the passage opens into a chamber, while along the The gnoll demonic scourge deals an extra 5 damage on melee
eastern wall, closed doors can be seen. The doors are made of
black wood, and each has an iron knocker carved in the shape of attacks against an enemy that has two or more of the demonic
a minotaur’s snarling face. One is a single door, while the other
is a set of double doors. The flagstones on the floor each have scourge’s allies adjacent to it.
the symbol of a bull’s horned skull worked into them in blood red
stone. Alignment Chaotic evil Languages Abyssal, Common

When the barlgura appears, read: Skills Insight +10, Intimidate +13, Religion +10
With a puff of brimstone and a sound like a whip-crack, a
hulking creature covered in fur appears before the shrine to Str 20 (+9) Dex 14 (+6) Wis 12 (+5)
Baphomet. It roars, f lexing deadly claws and revealing terrible
fangs, before fixing its blood-red eyes upon you. Con 16 (+7) Int 13 (+5) Cha 15 (+6)

Equipment hide armor, heavy flail

2 Tiefling Darkblades (D) Level 7 Lurker

Medium natural humanoid XP 300 each

Initiative +12 Senses Perception +5; low-light vision

HP 64; Bloodied 32

AC 20; Fortitude 17, Reflex 19, Will 17

Resist 12 fire

Speed 6; see also cloak of lurking

m Poisoned Short Sword (standard; at-will) ✦ Poison, Weapon

+12 vs. AC (+13 against a bloodied target); 1d6 + 5 damage, and

the tiefling darkblade makes a secondary attack against the same

target. Secondary Attack: +10 vs. Fortitude; ongoing 5 poison

damage (save ends).

Cloak of Lurking (move; recharge ⚅ ) ✦ Teleportation

The tiefling darkblade teleports 5 squares and becomes invisible

until the end of its next turn.

Infernal Wrath (minor; encounter)

The tiefling darkblade gains a +1 power bonus to its next attack

roll against an enemy that hit it since the tiefling darkblade’s last

turn. If the attack hits and deals damage, the darkblade deals an

extra 3 damage.

Alignment Any Languages Common

Skills Bluff +13, Stealth +15

Str 13 (+4) Dex 20 (+8) Wis 14 (+5)

Con 16 (+6) Int 13 (+4) Cha 16 (+6)

Equipment leather armor, poisoned short sword

40

MIKE SCHLEYBarlgura (B) Level 8 Brute either is reduced to one-quarter of his maximum hit points
or less, both run and attempt to ambush the PCs later.
ENCOUNTER W4: SHRINE TO BAPHOMETLarge elemental beast (demon)XP 350
Features of the Area
Initiative +7 Senses Perception +12; low-light vision
Illumination: Bright light. The area is illuminated by
HP 108; Bloodied 54; see also savage howl everburning torches.

AC 19; Fortitude 20, Reflex 17, Will 17 Chairs: Chairs do not limit or restrict movement
through a square. A chair is light enough to be picked up
Resist 10 variable (1/encounter; see Monster Manual page 282) and used as an improvised weapon.

Speed 8, climb 8 Tables: The tables are tall enough that a Small crea-
ture can move under them and gain cover from doing so.
m Slam (standard; at-will) Hopping onto a table costs 1 extra square of movement.
A character can use a standard action to tip over a table,
Reach 2, +10 vs. AC; 1d8 + 6 damage, or 2d8 + 6 damage if the which can then grant cover to a standing creature or supe-
rior cover to a prone creature.
barlgura is bloodied.
Shrine: Two tall candleholders stand on either side of
M Double Attack (standard; at-will) the shrine’s entrance, each with a black candle set in it.
The altar is made of humanoid bones stacked to form a
The barlgura makes two slam attacks. four-legged table. The bones are joined with wire. A small
book, bound in black leather, sits on the altar: The Book of
Savage Howl (free, when first bloodied; encounter) Wrath Unveiled, a treatise on the cult of Baphomet. This
item is needed to enter the inner sanctum, as described in
The barlgura and all allies within 5 squares of the barlgura gain a the next set of encounters.

+2 bonus to attack rolls until the end of the barlgura’s next turn. Treasure: The demonic scourge’s chamber contains a
locked chest. Opening the chest requires a DC 25 Thiev-
Alignment Chaotic evil Languages Abyssal ery check or the key carried by the demonic scourge. The
chest contains Shadowfell gloves (heroic tier), a gold neck-
Skills Athletics +15 lace inlaid with diamonds and rubies worth 400 gp, a jade
bracelet worth 100 gp, and 62 gp.
Str 22 (+10) Dex 16 (+7) Wis 16 (+7)

Con 18 (+8) Int 6 (+2) Cha 12 (+5)

Tactics

If the PCs enter the scourge’s room, she attacks, shrieking
a prayer to Yeenoghu. At the start of her next turn, a bar-
lgura appears in the shrine, directly in front of the altar.
The creature races out to attack the PCs.

The tieflings attempt to hide in the guard room when
the PCs enter this encounter area. They reason that if
the PCs are powerful enough to make it this far into the
gnoll complex, they might overcome the gnolls. Azkelak
and Katal watch from the guard room. If two or more PCs
are bloodied, they rush forward to attack the characters
to gain the scourge’s favor. Otherwise, they continue to
watch. When the fight is over, they hail the PCs.

If the PCs avoid the scourge’s room and the shrine and
instead enter the guard room, the tieflings put aside any
thoughts of allying with the gnolls and throw in their lot
with the adventurers.

The Tieflings

This encounter’s outcome partially depends on how the
PCs react to the tieflings. Azkelak tries to portray him-
self and his brother as simple adventurers who stumbled
across the Well of Demons in search of treasure. He ruth-
lessly plays on the sympathies of any good or lawful good
PCs. He deflects questions with questions of his own, and
he tries to invalidate any statements that cast him and his
brother in a bad light. He emphasizes that the PCs are
murderers if they attack them.

Katal remains silent. If any questions are directed at
him, he keeps his answers short.

Provided the tieflings don’t attack the PCs during the
encounter with the demonic scourge and the barlgura, the
tieflings attempt to ally with the PCs. If the PCs let them
go, they wait near Location 1 and attack the PCs after the
group has recovered the dungeon’s treasures.

If the PCs ally with the tieflings, Azkelak and Katal
pull their weight in any encounters. The next time the PCs
camp, though, the two attack while the party sleeps. If

41

ENCOUNTER W5: THE RESTLESS DEAD

Encounter Level 5 (1,000 XP) Mendara is eager to recruit someone with the intel-
ligence and acumen to overcome the challenges in
Setup Encounters W6, W7, and W8. She lies to the PCs, hoping
to expose their greed. She is haughty and talkative.
This skill challenge involves the spirits of a trio of adven-
turers who were slain years ago when they attempted to Speaking with the Dead
cleanse Baphomet’s demonic influence from this place.
They managed to recover the items needed to open the This skill challenge comprises the PCs’ attempts to learn
door to the inner sanctum but were killed by the Guardian information from the three spirits. As the characters enter
(Encounter W9). Location 5, the spirits greet them in Common and ask
what they seek in the Well of Demons.
The spirits can speak but are otherwise unable to affect
the world. They have remained hidden from the gnolls, but For the nonplayer characters to provide assistance, the
when the PCs enter Location 5, they manifest and attempt PCs need to convince the spirits of their trustworthiness
to determine the PCs’ intentions. If convinced that the PCs and that their cause is just.
are not evil, the spirits provide information on what the
PCs must do to reach the inner sanctum. Otherwise, the Complexity: Twelve successes before six failures,
PCs must stumble their way through the challenges in the though the PCs gain some information even if they fail this
subsequent encounters without any aid. challenge (see below).

When the PCs enter the area, read: Primary Skills: Arcana, Athletics, Diplomacy,
Blood stains the floor here. Crimson trails run from a set of Dungeoneering.
double doors in the east down the corridor and into a door to
the west. A sudden chill washes over you. The cold seems to pen- Arcana or Dungeoneering: The characters can impress
etrate your body, causing an involuntary shiver. Three spectral Mendara with their knowledge of mystic lore and dungeon
figures appear faintly before you, rising out of the bloodstains. environments. A PC succeeds with a DC 22 check using
The ghostly figures raise their hands in greeting. either skill, and the PCs can gain any number of successes
this way.
The Slain Adventurers
Athletics: As a cleric of Kord, Valdrog applauds feats of
The spirits of three slain adventurers greet the party: a strength or athletic prowess. A PC succeeds with a DC 22
cleric, a paladin, and a wizard. Athletics check, but the PCs can gain no more than two
successes in this way.
Valdrog the Brute: Valdrog appears as a male human
who has a thick, black beard and is clad in chainmail. Diplomacy: The PCs can use the Diplomacy skill to
His spectral armor is ripped apart because the Guardian convince the NPCs of their good intentions. However, the
killed him by tearing him in half. spirits believe that actions speak louder than words, so a
DC 26 Diplomacy check is necessary to succeed. The PCs
Valdrog was a cleric of Kord, and he speaks with a can score any number of successes this way.
booming voice. He is rude, aggressive, and quick to chal-
lenge the PCs’ bravery; he respects demonstrations of Other Skills: Bluff, Intimidate, Insight.
strength and wants to help a worthy group. Bluff: A character who has any ill intentions can use
Bluff in place of Diplomacy to attempt to convince the
Sir Terris: This dwarf was a paladin of Pelor and spirits that his or her intentions are good.
served as the group’s valiant defender. Terris wears plate Intimidate: The spirits cannot be intimidated, for they
armor and keeps his helm’s faceplate closed. He was slain are beyond harm. Using this skill results in an automatic
when the Guardian crushed his skull with a single bite. failure, and the PC making the Intimidate check takes a
–2 penalty to all other skill checks in this challenge.
Sir Terris is wise and kind, though he is also judgmen- Insight: During the conversation, Mendara makes
tal. He asks many questions, seeking to trap the PCs in a outrageous claims about the trio’s exploits. If a character
contradiction or a lie. He is quick to make accusations and succeeds on a DC 22 Insight check, that PC realizes she is
slow to trust. The PCs must prove their good intentions to lying. If the character questions her and attempts to learn
win his support. why she is lying, the PCs gain a success. Only one success
can be gained in this way.
Mendara the Mystic: The group’s wizard, Mendara is
an elf who died by the dragon’s breath. She wears green
robes and carries a staff.

42

Conclusion PROVING GROUNDS RESTLESS DEAD

The PCs receive information based on the total number OVERVIEW
of successes achieved. Whether the PCs succeed or fail,
the slain adventurers can finally rest in peace. They have The Proving Grounds are quiet when the adventurers first
attempted to help a group avenge their loss. Once the chal- enter. When the PCs place the four items they seek within
lenge ends, the NPCs say farewell (or mock the PCs and the area’s four runic circles, traps activate and the Guard-
warn of impending death if the encounter went poorly) ian rises from its pit to attack. Until then, the PCs can
and fade from view. explore this place in relative safety. This section provides
an overview of what the PCs find in the Proving Grounds.
Rewards: If the PCs attain twelve successes, the A map and detailed description of the areas are provided
adventurers hail them as allies. The group provides all the in Encounter W9.
information below.
When the PCs begin to explore this area, lay out the
Failure: If the PCs earn six failures, determine their poster map so they can see their surroundings. The rooms
total number of successes up to that point. The spirits pro- described here are locations that are not numbered on the
vide information based on the PCs’ number of successes, map.
as shown below.
Illumination: Bright light. The area is magically
Rewards illuminated.

The following information is provided as read-aloud text 9A. Central Chamber: The central chamber has two
that the spirits relay to the PCs after the skill challenge altars and a pit that is 100 feet deep.
comes to a conclusion.
9B. Inner Track: The corridor around the central
0–1 Successes: This place is the Proving Grounds, a test- area is covered in bloodstains, and it looks as though some
ing place for worshipers of the demon lord Baphomet. You must massive object has scarred the floor and walls as it moved
find four items: a knife, a mask, a bell, and a book. You must through here.
place each of these items on one of four circles of runes found in
this complex. The items must be placed on the runes at the exact 9C. Temple to Baphomet: East of the central cham-
same time. ber is a small temple to Baphomet. Buried under the altar
is a small metal chest containing 600 gp and three 200
2–3 Successes: Three of the items are held within chambers gp gems.
built to test Baphomet’s worshipers. You can find these chambers
to the north, west, and south of where we now stand, through 9D. Statuary: West of the central chamber is an area
these eastern double doors and then through another set of containing several statues of minotaur warriors. Two of the
double doors that leads to the west. statues have been knocked over and destroyed.

4–5 Successes: The fourth item, the book, is on an altar in 9E Sacrificial Cells: In the southeastern section of
a small shrine to the east. the Proving Grounds are cells where the minotaurs once
kept prisoners to be sacrificed to Baphomet. The skeletal
6–7 Successes: To the east of the Proving Grounds is the remains of some of these victims are still chained to the
inner sanctum. Its door opens only when the proper ceremony is walls. When the Proving Grounds awaken, several of the
completed. The items used for the ceremony disappear if you try skeletons animate and attack any creatures that pass by.
to remove them from the Well of Demons, and upon completion The portcullis that once sealed this area is rusted open.
of the ceremony, they return to their former locations.
9F. Chamber of Pools: Southwest of the central cham-
8–9 Successes: Completing this ceremony summons the ber is a room containing pools that provide various effects.
terrible Guardian and activates several traps in the area. The A character can determine the effect of a pool with a DC
Guardian is a green dragon imprisoned here. It can swoop past 25 Arcana check. If any of the liquid is removed from the
its prey and attack. It emerges from a great pit in the center of Well of Demons, it loses its effect.
the complex.
Yellow: A character drinking from this pool takes ongo-
10–11 Successes: Each of the chambers in this complex ing 5 poison damage (save ends).
has a magical trap designed to harass intruders. The central
corridor is the fastest way to move around, but it also has its Green: A character drinking from this pool gains resist
own trap: a crushing sphere of magical force that rolls along its 5 poison for 1 hour.
length.
Red: A character drinking from this pool is consumed
12 Successes: There is a treasure hidden in the complex. It by rage in the next battle, gaining a +1 bonus to attack rolls
is hidden beneath the altar in the chamber south of here. and taking a –2 penalty to AC and Reflex.

Blue: This pool has no effect.
Door to the Inner Sanctum: Only the act of placing
the sacred objects of Baphomet within the runic circles
can open the double door that leads to the inner sanctum.

43

ENCOUNTER W6: HALL OF ENFORCED INTROSPECTION

Encounter Level 6 (1,250 XP) The Face of Baphomet

Setup The face of Baphomet is a mask carved from black wood. It
sits on the altar in the chamber’s western end.
2 boneshard skeletons (S)
3 sets of draining mirrors (D) Anyone who wears the mask gains darkvision. Non-
2 sets of teleportation mirrors (T) minotaurs who wear the mask while bloodied and in
4 sets of trapping mirrors (M) combat select targets for their ranged and melee attacks at
1 gnoll marauder (G) random from among both enemies and allies. This effect
lasts until the end of the encounter or until a character is
The Hall of Enforced Introspection once tested acolytes of no longer bloodied.
Baphomet and remains active to this day. The test requires
a combination of willpower, cunning, and toughness to 2 Boneshard Skeletons (S) Level 5 Brute
complete. The hall features nine square pillars, each with
mirrors on all sides. Those who look at the mirrors suffer Medium natural animate (undead) XP 200 each
their magical effects.
Initiative +5 Senses Perception +4; darkvision
To retrieve the face of Baphomet, an item the PCs need
to reach the inner sanctum, the PCs must make their HP 77; Bloodied 38; see also boneshard burst
way through the curtain, past the mirrors, and battle the
skeletons guarding it on the other side of a second thick AC 17; Fortitude 16, Reflex 16, Will 15
curtain.
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
When the PCs enter this chamber, read:
The door opens to reveal a 10-foot-wide room. Jet-black cur- Speed 6
tains hang from hooks set into the ceiling, forming a wall ahead
of you. m Scimitar (standard; at-will) ✦ Necrotic, Weapon

Tactics +9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic

Two boneshard skeletons guard the altar and are hidden damage.
behind the curtain that separates the altar from the rest
of the room. They wait m Boneshard (standard; at-will) ✦ Necrotic
until an opponent
moves into their +9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
line of sight before
attacking. They are ends).
aware of the PCs as
soon as the PCs enter C Boneshard Burst (when first bloodied and again when the
the chamber, but
they delay until the boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
characters come into
view. Close burst 3; +8 vs. Reflex; 2d6 + 3 necrotic damage.

A gnoll looked Alignment Unaligned Languages —
into one of the trap-
ping mirrors and is Str 16 (+5) Dex 16 (+5) Wis 14 (+4)
imprisoned in the
Oubliette of the Con 17 (+5) Int 3 (–2) Cha 3 (–2)
Empty Mind. The
creature is crazed Equipment scimitar
from hunger and
isolation. It attacks MIKE SCHLEY
anyone else trapped
in the oubliette and
fights to the death.

44

Gnoll Marauder Level 6 Brute 2 Sets of Teleportation Mirrors (T) Level 5 Obstacle ENCOUNTER W6: HALL OF ENFORCED INTROSPECTION

Medium natural humanoid XP 250 Trap XP 200 each

Initiative +5 Senses Perception +7; low-light vision Trigger

HP 84; Bloodied 42 The mirrors have a shared trigger (see “The Mirrors”).

AC 18; Fortitude 18, Reflex 15, Will 15 Attack ✦ Teleportation

Speed 7 Free Action Ranged 5

m Spear (standard; at-will) ✦ Weapon Target: One creature

+10 vs. AC; 1d8 + 6 damage, or 1d8 + 8 while bloodied; see also Attack: +13 vs. Will

quick bite and pack attack. Hit: 1d8 damage, and the target is teleported to a space adjacent to

M Quick Bite (free, when the gnoll marauder hits a bloodied enemy a different teleportation mirror. If no other teleportation mirrors

with a melee attack; at-will) still function, the target takes 2d8 damage and is dazed (save

The gnoll marauder makes a bite attack against the same target: ends).

+7 vs. AC; 1d6 + 2 damage, or 1d6 + 4 damage while bloodied. Countermeasures

Pack Attack ✦ The mirror automatically misses a blinded or an undead target.

The gnoll marauder deals an extra 5 damage on melee attacks ✦ A curtain or other obstruction on a mirror blocks its attacks.

against an enemy that has two or more of the marauder’s allies ✦ A character can attack a mirror (AC 5, Fortitude 10, Reflex 5; hp

adjacent to it. 20), provoking an opportunity attack from it. This attack can hit

Alignment Chaotic evil Languages Abyssal, Common a character even if he or she is blinded or undead. Destroying a

Skills Intimidate +8, Stealth +10 mirror disables the other mirrors on the same pillar.

Str 20 (+8) Dex 14 (+5) Wis 14 (+5)

Con 14 (+5) Int 9 (+2) Cha 7 (+1) 4 Sets of Trapping Mirrors (M) Level 5 Obstacle

Equipment leather armor, light shield, spear Trap XP 200 each

Trigger

The Mirrors The mirrors have a shared trigger (see “The Mirrors”).

A set of mirrors hangs on each of the room’s square pillars. Attack ✦ Teleportation
The mirrors are reactive; when a character looks into one,
its effect activates. Free Action Ranged 5

Trigger: On each character’s turn, before he or she Target: One creature
takes any actions, locate the nearest pillar within 5
squares and have one mirror on that pillar attack the Attack: +13 vs. Reflex
character.
Hit: The target teleports to the Oubliette of the Empty Mind.
A character can close his or her eyes to avoid the attack.
The character is considered blinded while doing so. Countermeasures

Appearance: The mirrors are framed in brass, with ✦ The mirror automatically misses a blinded or an undead target.
leering, demonic faces carved along the top of each frame.
✦ A curtain or other obstruction on a mirror blocks its attacks.
The draining mirrors cause the image of any living
creature within it to become skeletal and sickly. ✦ A character can attack a mirror (AC 5, Fortitude 10, Reflex 5; hp

The teleportation mirrors shimmer with magi- 20), provoking an opportunity attack from it. This attack can hit
cal energy. They reveal the image reflected in their
counterparts. a character even if he or she is blinded or undead. Destroying a

The trapping mirrors show only darkness. mirror disables the other mirrors on the same pillar.

Special

If every PC is trapped within the oubliette, they do have some

hope of escape. A group of gnolls comes to the Hall of Enforced

Introspection within a few days. One looks into the mirror and

is teleported to the oubliette with them. The rest of the gnolls

release them and try to take them prisoner. The gnolls, prodded

by Maldrick Scarmaker, are eager to question captives and then

offer them to Yeenoghu.

3 Sets of Draining Mirrors (D) Level 5 Obstacle Features of the Area

Trap XP 200 each Illumination: Bright light. The area is magically
illuminated.
Trigger
Altar: The altar is crafted from brass. It is flanked by
The mirrors have a shared trigger (see “The Mirrors”). gray stone statues of minotaurs. A DC 15 Perception check
reveals an indentation of a minotaur-sized hand on the
Attack ✦ Necrotic altar. A character can place a hand against the indentation
to release any trapped creatures from the Oubliette of the
Free Action Ranged 5 Empty Mind. Released creatures return to the chamber’s
entrance or the nearest unoccupied space.
Target: One creature
Curtains: The curtains block line of sight but have no
Attack: +11 vs. Fortitude effect on movement. A second curtain is set before the
altar to allow those worshiping Baphomet to avoid the mir-
Hit: 2d8 + 3 necrotic damage. rors’ effects.

Countermeasures

✦ The mirror automatically misses a blinded or an undead target.

✦ A curtain or other obstruction on a mirror blocks its attacks.

✦ A character can attack a mirror (AC 5, Fortitude 10, Reflex 5; hp

20), provoking an opportunity attack from it. This attack can hit

a character even if he or she is blinded or undead. Destroying a

mirror disables the other mirrors on the same pillar.

45

ENCOUNTER W7: HALL OF THE CRIMSON WHIP

Encounter Level 6 (1,250 XP) walkway divides the room and sits just above the surface of the
pools. On opposite sides of the room, large bronze statues of
Setup snarling minotaurs face each other. Each minotaur statue holds
a long barbed whip, as if about to strike. A smaller minotaur
3 evistro (carnage demons) (D) statue stands beside each of the doors leading into this place.
2 minotaur bloodtaker statues Flanking the large statue on the far side of the room are two
pedestals that rise out of the blood. On one pedestal rests a gray
The Hall of the Crimson Whip once tested minotaur aco- dagger-sized blade. On the other rests a matching hilt.
lytes of Baphomet. Two statues in this room are infused
with the essence of captured demons. The statues lash out Perception Check
at those entering the room, testing their endurance and DC 27: Several dark forms lie below the surface of the pools of
courage. blood.

In addition, three evistro, or carnage demons, lurk in The Trap
the knee-deep pools of blood that fill this chamber. The
carnage demons lie prone, hiding beneath the blood’s When the adventurers enter the pool of blood or first set
surface. While there, they gain a +5 bonus to Stealth foot on the stone walkway that divides the chamber, the
checks (included in the Perception DC to spot them). The two statues animate and attack, using their long, barbed
demons, like the blood, are a remnant of the enchantment scourges to force PCs into the blood pool. The blood is
on this area. They have been trapped in this chamber for poisonous to creatures that are not demons (see “Features
centuries and are eager to consume fresh blood. of the Area” for details). The carnage demons become fren-
zied at the sight of blood-drenched targets.
When the adventurers enter this chamber, show
them “View of the Crimson Whip” on page 31 of The large statues do not leave the space they begin
Adventure Book One, and read: in. Instead, they rotate at the torso and use their arms to
Before you is a scene torn from the Abyss. You stand on a small make sweeping attacks with their barbed whips. They
stone platform overlooking two large pools of blood. A stone attack every creature within range each round.

MIKE SCHLEY

46

Objective Tactics ENCOUNTER W7: HALL OF THE CRIMSON WHIP

The PCs must advance across the room and claim the two The three carnage demons begin hidden beneath the sur-
halves of the bloodhorn blade, one of the items they need to face of the blood pool, at the positions marked on the map.
complete the ritual to reach the inner sanctum. The carnage demons attempt to avoid the bloodtakers’
attacks while battling the PCs. They keep along the walls
Once the characters claim both halves of the dagger, or remain beneath the surface of the blood pools to avoid a
the magic of the large statues generates a strong cur- bloodtaker’s reach.
rent. Creatures in either blood pool on a statue’s turn are
pushed 1 square to the west, away from the exits. In the The carnage demons focus their attacks on any blood-
meantime, the statues continue to attack, making two ied characters, even taking opportunity attacks and strikes
attacks per round once the PCs have acquired both halves from the bloodtakers to attack a bloodied target.
of the dagger.
After the characters seize the halves of the bloodhorn
3 Evistro (Carnage Demon) (D) Level 6 Brute blade, the demons must contend with the statues’ push
effect as well (see “Objective” for details).
Medium elemental magical beast (demon) XP 250 each
Features of the Area
Initiative +4 Senses Perception +4
Illumination: Bright light. The chamber is magically
HP 90; Bloodied 45 illuminated.

AC 16; Fortitude 18, Reflex 14, Will 14 Blood Pools: The two blood pools are 6 feet deep. Each
is considered to be difficult terrain for Small and Medium
Resist 10 variable (1/encounter; see Monster Manual page 282) creatures. In addition, the blood provides two benefits to
demons standing in it: regeneration 5 and a +2 bonus to
Speed 6 melee damage rolls.

m Claws (standard; at-will) A creature beneath the surface of a blood pool has
concealment.
+9 vs. AC; 1d8 + 5 damage (+2 bonus to damage while standing
The blood has an adverse effect on any creatures that
in a blood pool). are not demons: Any creature that is not a demon and
enters or starts its turn in a blood pool taks 1d10 poison
M Destructive Bite (minor; at-will) damage, and ongoing 5 poison damage and a –2 penalty to
all defenses against attacks from demons (save ends both).
Bloodied target only; +8 vs. AC; 1d6 + 5 damage (+2 bonus to
Platforms: The platforms, as well as the walkway in
damage while standing in a blood pool). the center of the room, are 5 feet above the blood’s sur-
face. The edges of the platforms require a DC 20 Athletics
Carnage check to climb up onto from out of a blood pool.

The carnage demon gains a +1 bonus to melee attacks if it has Stairs: The stairs in this chamber are normal terrain.
Each set leads down into the blood pool.
one or more allies adjacent to its target (+3 if one of these allies
The Bloodhorn Blade
is another carnage demon). This bonus stacks with combat
The characters’ objective in this room is to recover the
advantage. halves of the bloodhorn blade, a magic dagger used in the
rites of the Baphomet cult.
Alignment Chaotic evil Languages Abyssal
The blade and the hilt of the bloodhorn blade are marked
Str 21 (+8) Dex 12 (+4) Wis 12 (+4) on the map. Once a character has both parts of the dagger,
he or she can combine them as a minor action.
Con 20 (+8) Int 5 (+0) Cha 7 (+1)
The bloodhorn blade is a +3 magic dagger. When it hits, it
2 Minotaur Bloodtaker Statues Level 6 Blaster pushes a target 3 squares, in addition to the other effects of
the attack. If the attack already has a push effect, use the
Trap XP 250 each greater of the two push amounts. When the dagger pushes
a target, it emits the howling roar of a minotaur.
Perception
The bloodhorn blade also has a drawback. Any nonmi-
✦ DC 18: The character spots bloodstains on the statues’ scourges. notaur who makes an attack with it must make a saving
throw at the end of his or her turn. If the saving throw
✦ DC 22: The character notices that the statues are built to move fails, the bearer enters a mindless bloodlust, attacking the
nearest creature, friend or foe, each turn (save ends).
their arms and torsos.

Initiative +7

Trigger

When a character first enters either pool of blood or first steps

upon the stone walkway that divides the chamber, the traps roll

initiative.

Attack

Standard Action Close burst 7

Target: All creatures in burst.

Attack: +13 vs. AC

Hit: 1d8 + 3 damage, and the target slides 1 square and is knocked

prone.

Countermeasure

✦ A character adjacent to a statue can disable it with four DC 20

Thievery checks before attaining two failures. A statue makes an

immediate attack when a failure is attained.

✦ The statues have AC 18, Fortitude 19, Reflex 16, and Will 18. Each

has 68 hp. If a statue is reduced to 0 hp, it is destroyed. The magic

of the area restores a destroyed statue in 24 hours.

47

ENCOUNTER W8: HALL OF THE HOWLING PILLARS

Encounter Level 8 (1,750 XP) 2. Hungry Maws
The figures within the pillars bite at creatures near them.
Setup Close burst 1; +13 vs. AC; 1d6 + 2 damage, and crea-

5 evistro (carnage demons) (D) tures gain a +2 power bonus to attack rolls against the
1 barlgura (B) target until the end of the pillars’ next turn.
6 howling pillars
3. Grasping Arms
Minotaurs who died in the Hall of the Crimson Whip or The figures within the pillars reach out to grab those near
the Hall of Enforced Introspection had their souls bound
forever in this chamber, forced to serve as guardians. them.
Close burst 2; +13 vs. Reflex; the target is grabbed
Each evistro begins this encounter merged with
one of the pillars in this chamber, as does the barlgura. (until escape). The pillars’ Fortitude and Reflex defenses
Don’t place the monsters until they emerge to attack the are both 18.
adventurers.
4. Baleful Eyes ✦ Fear
This chamber once housed many treasures of the cult The eyes of the figures within the pillars glow with a terrify-
of Baphomet. Now it contains the object that couldn’t be
removed from the Well of Demons: the bell of fury’s calling. ing energy.
The PCs need this item to enter the inner sanctum of the Ranged 5; +11 vs. Will; the target is pushed 3 squares.
Well of Demons.
5. Acid Burst ✦ Acid
When the adventurers enter this chamber, show The figures within the pillars open their mouths and unleash
them “View of the Howling Pillars” on page 31 of
Adventure Book One, and read: streams of acid.
A hot blast of damp air washes over you as the double doors to Close burst 3; +11 vs. Reflex; 2d6 acid damage.
this chamber open. The room ahead is carved from black rock.
Here and there, pillars formed of piled bodies stretch from floor 6. Screaming Warp ✦ Teleportation
to ceiling. Gibbering mouths, darting eyes, and squirming arms The air around the pillars warps as the figures within the pil-
which end in taloned hands move within the strange columns of
flesh. As one, the forms within the pillars let loose a mournful lars scream in rage.
howl. Close burst 3; +11 vs. Will; the target is teleported to

Objective an unoccupied space adjacent to a randomly determined
pillar. Roll 1d6 to determine the pillar and 1d8 to deter-
The PCs must advance through these connected cham- mine the square.
bers, overcome the effects of the howling pillars, and
defeat the protecting demons to claim the bell of fury’s call- Characters can attack the pillars (AC 6, Fortitude 18,
ing, one of the items they need to complete the ritual to Reflex 16), but the pillars instantly regenerate. They are
reach the inner sanctum. creations of Baphomet and cannot be destroyed.

The Howling Pillars Tactics

As soon as the PCs enter the room, have them roll initia- The pillars exert a variety of effects. They pose little direct
tive. The pillars have an initiative of 1. On the pillars’ turn, threat to the adventurers, but their interference can prove
roll 1d6 to determine their action. They each perform the deadly as the characters battle the five carnage demons
same action on a turn. and the barlgura that spring out from the pillars.

1. Maddening Babble Each demon starts the encounter merged with a pillar,
The figures within the pillars open their mouths and unleash is aware of its surroundings, and can emerge by using
a minor action. The demons wait until a character has
a chorus of disturbing howls and shrieks. approached within 5 squares of the pillar nearest the altar.
Close burst 3; +11 vs. Will; the target takes a –2 penalty At that point, they all leap out to attack. Place them as
shown on the encounter map at this time.
to attack rolls and all defenses until the end of his or her
next turn. The carnage demons attack the nearest enemies and
fight to the death.

The barlgura follows the same tactics as the carnage
demons, but it remains close to the altar to protect the bell
of fury’s calling.

48

MIKE SCHLEYWhile the demons and the pillars share a magical con-
nection to the Well of Demons, they do not fight as a team.
ENCOUNTER W8: HALL OF THE HOWLING PILLARSThe pillar effects might hit the demons along with the
adventurers.

5 Evistro (Carnage Demon) (D) Level 6 Brute

Medium elemental magical beast (demon) XP 250 each

Initiative +4 Senses Perception +4

HP 90; Bloodied 45

AC 16; Fortitude 18, Reflex 14, Will 14

Resist 10 variable (1/encounter; see Monster Manual page 282)

Speed 6

m Claws (standard; at-will)

+9 vs. AC; 1d8 + 5 damage.

M Destructive Bite (minor; at-will)

Bloodied target only; +8 vs. AC; 1d6 + 5 damage.

Carnage

The carnage demon gains a +1 bonus to melee attacks if it has

one or more allies adjacent to its target (+3 if one of these allies

is another carnage demon). This bonus stacks with combat

advantage.

Alignment Chaotic evil Languages Abyssal

Str 21 (+8) Dex 12 (+4) Wis 12 (+4)

Con 20 (+8) Int 5 (+0) Cha 7 (+1)

Barlgura (B) Level 8 Brute

Large elemental beast (demon) XP 350

Initiative +7 Senses Perception +12; low-light vision

HP 108; Bloodied 54; see also savage howl

AC 19; Fortitude 20, Reflex 17, Will 17 bracers of defense (heroic tier). This item is described in the
Player’s Handbook.
Resist 10 variable (1/encounter; see Monster Manual page 282)
The Bell of Fury’s Calling
Speed 8, climb 8
The bell of fury’s calling is covered with glyphs, but the
m Slam (standard; at-will) golden bell has no clapper. Its handle is made of bone, and
along its length are sharp, steel spikes. If a creature grasps
Reach 2, +10 vs. AC; 1d8 + 6 damage, or 2d8 + 6 damage if the the handle, the bell drives the spikes into the creature’s
hand, dealing 2d10 damage. The bell then forms a tempo-
barlgura is bloodied. rary clapper and can be rung once.

M Double Attack (standard; at-will) When rung, the bell unleashes a burst of crimson
energy. The creature that rang the bell and all creatures
The barlgura makes two slam attacks. within 5 squares fly into a fit of rage; they take a –4 pen-
alty to all defenses (minotaurs take only a –2 penalty) but
Savage Howl (free, when first bloodied; encounter) gain a +2 bonus to melee attack rolls and damage rolls.
These modifiers last until the end of the ringer’s next turn.
The barlgura and all allies within 5 squares of the barlgura gain a

+2 bonus to attack rolls until the end of the barlgura’s next turn.

Alignment Chaotic evil Languages Abyssal

Skills Athletics +15

Str 22 (+10) Dex 16 (+7) Wis 16 (+7)

Con 18 (+8) Int 6 (+2) Cha 12 (+5)

Features of the Area

Illumination: Bright light. The area is magically
illuminated.

Altar: In the southeastern corner of the room is a plain
stone altar. All that remains of a once-fantastic treasure
that filled the chamber around the altar is the bell of fury’s
calling. This item sits atop the altar, in plain sight.

Pillars: Bound with the essence of those who failed
Baphomet’s tests, the pillars unleash a variety of magical
effects. A character cannot occupy a pillar’s square, but
any character adjacent to a pillar receives cover.

Treasure: Characters searching around the altar can
find a loose tile on the floor with a DC 26 Perception
check. In a space beneath the tile, the PCs discover a set of

49

ENCOUNTER W9: PROVING GROUNDS

Encounter Level 8 (1,800 XP) 9A. Central Chamber

Setup Two altars dedicated to Baphomet stand on opposite sides
of a large pit. The pit is 100 feet deep. When the adventur-
1 guardian (G) ers place the four items in the runic circles at the same
1 doom sphere (D) time, the Guardian, a young green dragon, flies out of the
2 roaring terrors (R) pit and attacks.
2 crossbow turrets (T)
5 grasping dead (S) Young Green Dragon Level 5 Solo Skirmisher
1 elemental vortex (V)
Large natural magical beast (dragon) XP 1,000
This encounter occurs when the PCs place the four items
they have recovered—the bell of fury’s calling, the bloodhorn Initiative +7 Senses Perception +10; darkvision
blade, the face of Baphomet, and The Book of Wrath Unveiled—
upon the four runic circles in the Proving Grounds. The HP 260; Bloodied 130; see also bloodied breath
PCs can place any item on any of the runes. The key is
that all the items must be placed simultaneously. If the AC 21; Fortitude 17, Reflex 19, Will 17
characters place one item at a time, the door to the inner
sanctum remains closed and the Proving Grounds fail to Resist 15 poison
activate.
Saving Throws +5
If the characters leave intervening doors open, they can
shout to coordinate their activation of the runes. When Speed 8, fly 10 (hover), overland flight 15; see also flyby attack
the characters do place the objects on the four circles at
the same time, the objects blaze with magical light and Action Points 2
then disappear. After the items disappear, the runes begin
to glow, and a monstrous roar echoes from the pit at the m Bite (standard; at-will) ✦ Poison
center of the Proving Grounds as the Guardian awakens.
Reach 2; +10 vs. AC; 1d8 + 5 damage, and ongoing 5 poison
The magic from the runes flows into the chambers of
this area, causing each chamber to manifest a dangerous damage (save ends).
hazard.
m Claw (standard; at-will)
Meanwhile, the door to the inner sanctum remains
closed. The magic that infuses the Proving Grounds causes Reach 2; +10 vs. AC; 1d6 + 5 damage.
it to open, but the process takes 1 minute. Thus, the adven-
turers must survive the Proving Grounds for 10 rounds M Double Attack (standard; at-will)
before they can escape to the inner sanctum.
The dragon makes two claw attacks.
When the adventurers place the items on the runes
at the same time, read: M Flyby Attack (standard; recharge ⚄ ⚅ )
All the doors in the area simultaneously bang open. From some-
where beyond comes a roar that echoes throughout the complex. The dragon flies up to 10 squares and makes a bite attack at any

Beginning the Encounter point during the move without provoking an opportunity attack

This encounter begins as soon as the adventurers have from the target.
placed the items in the runic circles. All the hazards in
the area activate, the Guardian flies out of its pit, and the M Tail Sweep (immediate reaction, if an adjacent enemy does not
doom sphere materializes and begins its relentless circuit
around the inner track. None of the traps affect or are trig- move on its turn; at-will)
gered by the Guardian, except the doom sphere. However,
the Guardian intuitively knows the location of the sphere +8 vs. Reflex; 1d8 + 5 damage, and the target is knocked prone.
and is very good at avoiding it.
R Luring Glare (minor 1/round; at-will) ✦ Charm, Gaze

Range 10; +8 vs. Will; the target slides 2 squares.

C Breath Weapon (standard; recharge ⚄ ⚅ ) ✦ Poison

Close blast 5; +8 vs. Fortitude; 1d10 + 3 poison damage, and the

target takes ongoing 5 poison damage and is slowed (save ends

both). Aftereffect: The target is slowed (save ends).

C Bloodied Breath (free, when first bloodied; encounter) ✦ Poison

The dragon’s breath weapon recharges, and the dragon uses it

immediately.

C Frightful Presence (standard; encounter) ✦ Fear

Close burst 5; targets enemies; +8 vs. Will; the target is stunned

until the end of the dragon’s next turn. Aftereffect: The target

takes a –2 penalty to attack rolls (save ends).

Alignment Evil Languages Common, Draconic

Skills Bluff +15, Diplomacy +10, Insight +15, Intimidate +10

Str 15 (+4) Dex 20 (+7) Wis 16 (+5)

Con 17 (+5) Int 15 (+4) Cha 17 (+5)

The Guardian’s Tactics

The only monster in this encounter is the Guardian. It
appears directly above the pit, soaring through the air and
unleashing a ferocious roar.

The Guardian follows a simple set of tactics. It uses
f lyby attack to harass the adventurers, sniping at them as
they dodge the various hazards throughout this complex.
The Guardian uses its breath weapon only if it can catch

50

two or more adventurers together or if it has the chance to 2 Roaring Terrors (R) Level 3 Obstacle ENCOUNTER W9: PROVING GROUNDS
finish off a wounded adventurer from a distance.
Trap XP 150 each
The beast avoids stopping next to an adventurer except
in one situation. If a character in light armor or no armor Initiative +3
is isolated from the rest of the group, the dragon swoops
down next to that character to finish him or her off. Oth- Trigger
erwise, the dragon keeps moving. Chances are that the
adventurers want to regroup as quickly as possible after When the four items are placed in the runic circles, the trap
splitting up to complete the ritual. The dragon is aware
of this because it has attacked many groups that have rolls initiative. It attacks any creature that approaches within 5
attempted to enter the inner sanctum. Thus, the dragon
makes an effort to keep the adventurers separated and to squares of it.
lure them into the other dangers in the area.
Attack ✦ Fear
None of the traps target or affect the dragon, except
for the doom sphere. The dragon avoids the inner track, Immediate Reaction Ranged 5
where the doom sphere rolls, but tries to force the adven-
turers into this deadly section of the complex. Target: One creature

Attack: +7 vs. Will

Hit: The target uses any remaining actions on its turn to run toward

the western door, exit into the inner track, and turn south.

Countermeasures

✦ A creature adjacent to the altar can disable the trap with a DC 20

Religion check, performing a brief rite as a standard action.

✦ The idols can be destroyed by attacking them (AC 5, Fortitude 10,

Reflex 5; hp 40).

9B. The Inner Track 9D. Statue Gallery

The doom sphere is made of black force energy and has This chamber once contained a variety of richly detailed
spikes of force protruding in every direction. It appears on statues set with gems and other jewels. Those treasures
the north side of the inner track, the corridor surrounding have long since been looted, but the magic crossbow trap
the central chamber, and begins moving. that defends the chamber still operates when the four
items are placed in the runic circles. A pair of crossbow
Doom Sphere (D) Level 5 Hazard turrets drops down from the ceiling in the squares indi-
cated on the map.

Trap XP 200

Trap: The doom sphere is the size of a Large creature. Each round, it 2 Crossbow Turrets (T) Level 3 Blaster

moves clockwise, traveling in an endless circuit around the inner Trap XP 150 each

track. Perception

Initiative +9 Speed 12 ✦ DC 25: On the ceiling there seems to be a section of stone

Trigger containing a seam.

When the four items are placed in the runic circles, the trap rolls Initiative +3

initiative. The doom sphere double moves on its turn, moving Trigger

through squares occupied by creatures. It attacks every creature When the four items are placed in the runic circles, the trap rolls

whose space it enters. initiative. After a creature enters the room, the turrets pop out of

Attack the ceiling as a free action. They rise back up when no creatures

Move Action Melee remain in the room.

Targets: Every creature whose space the doom sphere enters Attack

Attack: +9 vs. Reflex Standard Action Ranged 15/30

Hit: 2d6 + 5 damage, and the doom sphere makes a secondary Target: One creature

attack against the same target. Attack: +10 vs. AC

Secondary Attack: +11 vs. Fortitude Hit: 2d8 + 3 damage.

Hit: The target is knocked prone. Countermeasures

If the doom sphere ends its movement in a creature’s space, that ✦ A character adjacent to a turret can disable it with a DC 25

creature slides to the nearest unoccupied space. Thievery check.

9C. Temple to Baphomet 9E. Sacrificial Cells

This lesser shrine to Baphomet was used by petitioners to When the PCs approach this chamber, show them
pray to their dread lord before beginning the trials here. “The Door to the Inner Sanctum” on page 30 of
When the Proving Grounds activate, this place becomes Adventure Book One.
infused with divine energy that causes a horrifying roar to
emit from two idols behind the altar. The idols are repre- In the southeastern part of the Proving Grounds, the skel-
sentations of the dread Baphomet. etal remains of many sacrificial victims are still chained to
the walls. When the Proving Grounds awaken, several of
the skeletons animate and attack. The portcullis that once
sealed this area is rusted open.

This encounter is continued on the next page.

51

5 Grasping Dead (S) Level 3 Obstacle Elemental Vortex Level 3 Obstacle

Trap XP 150 each Trap XP 150

Trap: Every square in this chamber marked with an “S” has a skeleton Initiative +6

in it, ready to grasp at creatures passing by. Trigger

Perception When the four items are placed in the runic circles, this trap rolls

✦ DC 18: The skeletons littering the floor seem to stir slightly as you initiative.

approach. Attack

Trigger Standard Action Close blast 5

When a creature enters or begins its turn in any square adjacent to a Target: All creatures in blast

marked skeleton, the trap attacks. Attack: +10 vs. AC

Attack Hit: 1d10 + 3 damage, and the target is pulled 5. A creature pulled

Opportunity Action Melee adjacent to the blue pool is grabbed (until escape). The trap can

Target: Any creature grab any number of creatures.

Attack: +10 vs. AC Countermeasures

Hit: 1d8 + 2 damage, and the target is grabbed (until escape). ✦ The vortex has 16 on all defenses but is immune to damage.

Countermeasures ✦ If the vortex is hit by an attack that has the cold keyword, it cannot

✦ The skeletons have Reflex and Fortitude defenses of 15. Use this attack on its next turn.

value when a PC attempts to escape a grab. ✦ A DC 18 Arcana check (standard action) allows a character to

✦ Attacking the skeleton in a square can weaken all of them. Each disrupt the runes that power this trap. A character must be

skeleton has AC 16 and resist 9 to all damage. A hit that deals at adjacent to the vortex to disable the runes. Four successful checks

least 1 point of damage causes the skeletons to take a –1 penalty before attaining two failures neutralizes the trap. On a failure, the

to attack rolls. This penalty is cumulative. vortex make an attack against the creature that failed the check

✦ If the skeleton in a square is hit by an attack that has the radiant (using the attack and damage listed above).

keyword, its next attack automatically misses.

✦ A DC 24 Religion check (standard action) allows a character The Door to the

to perform a brief rite that puts the restless dead at ease. Inner Sanctum

Each success provides a –1 penalty to the trap’s attack rolls The door to the inner sanctum, on the eastern wall beyond
the rusted-open portcullis, slowly begins to open as the
(cumulative). Four successes neutralizes the trap, as long as they adventurers deal with the traps and the Guardian in the
Proving Grounds. It moves a slight distance each round,
are attained before two failures. With a failure, all skeletons make never opening quite enough for anything larger than a
mouse to move through. At the end of the tenth round,
an immediate close burst 1 attack (using the attack and damage the double doors open wide with a great booming sound.
If the Guardian is still alive, it flies to the doors to prevent
listed above). anyone from moving through them.

9F. Chamber of Pools At this point, the traps slowly cease their action. At the
end of the Guardian’s turn, roll 1d20 for each of the traps.
The pools in this room provide special benefits or draw- On a roll of 15 or higher, a trap deactivates.
backs if the adventurers drink from them. Taking a drink
from a pool requires a minor action. A character can When the doors open, the adventurers see only a thick,
determine the effect of drinking from a particular pool by gray mist. The mist blocks line of sight into the inner sanc-
making a DC 25 Arcana check. If any liquid is removed tum and also blocks all noise. However, it has no special
from the Well of Demons, it loses its effects. effect on creatures that walk through it. The mist was a
final test of Baphomet’s followers, to ensure they had the
Yellow Pool: A character drinking from this pool takes faith needed to step forward and embrace their destiny.
ongoing 5 poison damage (save ends).
Development
Green Pool: A character drinking from this pool gains
resist 5 poison for 1 hour. The adventurers might have to return here at a later time.
Perhaps they must head home after enduring too many
Red Pool: A character drinking from this pool is con- injuries during their battles here.
sumed by rage in the next battle, gaining a +1 bonus to
attack rolls and taking a –2 penalty to AC and Reflex The doors remain open for 24 hours. After that time,
defenses. they once again close and the four magic items needed to
open them must again be retrieved and placed as before.
Blue Pool: The blue pool provides no benefit or draw-
back prior to placing the items in the runic circles. It Luckily, Maldrick is too intent on finishing his ritual to
shows its true nature once the items are placed in the pursue them. Instead, he continues to pray and relies on
runic circles and the complex activates. At this point, it his guards to protect him. He does not attack until the PCs
animates as elemental water, a malevolent vortex that enter the inner sanctum.
lashes out and grabs creatures that enter this chamber.

52

MIKE SCHLEY

ENCOUNTER W9: PROVING GROUNDS

53

ENCOUNTER W10: THE INNER SANCTUM

Encounter Level 9 (2,100 XP) 3 Evistro (Carnage Demon) (D) Level 6 Brute

Setup Medium elemental magical beast (demon) XP 250 each

3 evistro (carnage demons) (D) Initiative +4 Senses Perception +4
1 bonecrusher skeleton (S)
1 barlgura (B) HP 90; Bloodied 45
Maldrick Scarmaker (M)
AC 16; Fortitude 18, Reflex 14, Will 14
The inner sanctum is the heart of Baphomet’s power over
the Well of Demons. Maldrick Scarmaker seeks to subvert Resist 10 variable (1/encounter; see Monster Manual page 282)
this power and offer it to Yeenoghu, the demon lord of
gnolls and archenemy of Baphomet. Maldrick is accompa- Speed 6
nied by his demonic servants, slowly completing a ritual to
turn this place into a new bastion of evil. m Claws (standard; at-will)

When the adventurers reach this chamber, read: +9 vs. AC; 1d8 + 5 damage.
This chamber is dominated by a leering idol depicting a howling
minotaur warrior armed with a massive axe. Before this idol M Destructive Bite (minor; at-will)
is an iron cauldron filled with a bubbling liquid that gives off a
thick mist. A short staircase leads to a raised area that overlooks Bloodied target only; +8 vs. AC; 1d6 + 5 damage.
the idol. Three more cauldrons are set on this upper area, along
with a stone altar. To the east of the altar, a series of green, Carnage
ghostly runes have been scribed into the floor.
The carnage demon gains a +1 bonus to melee attacks if it has
Two humans stand within the glowing runes. They appear to
be in some kind of trance. one or more allies adjacent to its target (+3 if one of these allies

A gnoll with large bat wings and curved horns stands behind is another carnage demon). This bonus stacks with combat
the altar. He grasps a rod in one hand and a sheaf of parchment
in the other. A massive apelike demon stands beside him, while a advantage.
small pack of carnage demons snarls at you from atop the raised
platform. Looming over all of them is a massive skeleton of a Alignment Chaotic evil Languages Abyssal
minotaur clutching a greataxe. With a shrill howl from the gnoll,
the monsters move to attack. Str 21 (+8) Dex 12 (+4) Wis 12 (+4)

Tactics Con 20 (+8) Int 5 (+0) Cha 7 (+1)

The monsters in this chamber use relatively simple tactics. Bonecrusher Skeleton (S) Level 7 Soldier
They are utterly devoted to Maldrick and do everything
they can to preserve his life. Large natural animate (undead) XP 300

The skeleton lumbers down the stairs to prevent the Initiative +10 Senses Perception +6; darkvision
PCs from easily reaching Maldrick’s position.
HP 80; Bloodied 40
The barlgura leaps down to rush the PCs. It makes an
Athletics check to jump over the cauldron in front of the AC 23; Fortitude 19, Reflex 20, Will 18
idol (DC 10) to flank with the skeleton.
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
The carnage demons spread out and attack the PCs
from multiple directions. Like the barlgura, they leap Speed 5
down to attack. They ignore heavily armored PCs to attack
characters to the rear, taking opportunity attacks to do so. m Greatclub (standard; at-will) ✦ Weapon

Maldrick hangs back by the altar, sniping at the PCs Reach 2; +14 vs. AC; 1d10 + 5 damage.
with his warlock powers. He seeks to slow down the PCs to
allow his followers time to wear them down. Each round M Crushing Blow (standard; recharge 6) ✦ Weapon
as a minor action, he continues his ritual (see below).
Reach 2; +14 vs. AC; 2d10 + 5 damage, and the target is pushed 1

square and knocked prone.

Threatening Reach

The bonecrusher skeleton can make opportunity attacks against

all enemies within its reach (2 squares).

Alignment Unaligned Languages —

Str 20 (+8) Dex 21 (+8) Wis 16 (+6)

Con 16 (+6) Int 3 (–1) Cha 3 (–1)

Equipment greatclub

Barlgura (B) Level 8 Brute

Large elemental beast (demon) XP 350

Initiative +7 Senses Perception +12; low-light vision

HP 108; Bloodied 54; see also savage howl

AC 19; Fortitude 20, Reflex 17, Will 17

Resist 10 variable (1/encounter; see Monster Manual page 282)

Speed 8, climb 8

m Slam (standard; at-will)

Reach 2, +10 vs. AC; 1d8 + 6 damage, or 2d8 + 6 damage if the

barlgura is bloodied.

M Double Attack (standard; at-will)

The barlgura makes two slam attacks.

Savage Howl (free, when first bloodied; encounter)

The barlgura and all allies within 5 squares of the barlgura gain a

+2 bonus to attack rolls until the end of the barlgura’s next turn.

Alignment Chaotic evil Languages Abyssal

Skills Athletics +15

Str 22 (+10) Dex 16 (+7) Wis 16 (+7)

Con 18 (+8) Int 6 (+2) Cha 12 (+5)

54

MIKE SCHLEYMaldrick Scarmaker (M) Level 8 Elite Artillery PCs arrive, the ritual is nearing completion. If the captives
are removed from the runes, the ritual is derailed.
ENCOUNTER W10: THE INNER SANCTUMMedium natural humanoid (gnoll)XP 700
The Ritual: Each round as a minor action, Maldrick
Initiative +8 Senses Perception +5; low-light vision makes a DC 24 Arcana check. He needs three successes
to complete the ritual. On the second success, one of the
Aura of Abyssal Majesty aura 5; demons in the aura gain captives is consumed in a flash of bright light. The remain-
ing captive is consumed with the third success. If Maldrick
regeneration 5. completes the ritual, the entire complex comes under the
control of Yeenoghu.
HP 148; Bloodied 74
Treasure: Maldrick wears a +2 elven cloak and has the
AC 22; Fortitude 22, Reflex 21, Will 21 silver key, which opens the way to the Tower of Mysteries.

Resist 10 radiant The Message

Saving Throws +2 Maldrick carries a series of letters from Paldemar. In
these letters, Paldemar promises Maldrick an alliance.
Speed 7, fly 9 Using a variety of demonic items uncovered in the Well
of Demons, Paldemar has slowly gathered the power he
Action Points 1 seeks. Paldemar wishes to topple the Mages of Saruun and
spread his influence to the valley beyond the mountain.
m Mace (standard; at-will) ✦ Weapon He has sacrificed the objects to Vecna. In return, he has
gained great knowledge and lordship over a hidden strong-
+15 vs. AC; 1d10 + 3 damage. hold dedicated to Vecna: the Tower of Mysteries.

r Eldritch Blast (standard; at-will) ✦ Arcane, Implement The Silver Key

Ranged 10, +13 vs. Reflex; 1d10 + 8 damage. Once the adventurers defeat Maldrick, they can claim the
silver key. The first PC to touch the item gains a clear vision
M Spined Tail (immediate reaction, when an enemy enters an of a secret tunnel north of the Seven-Pillared Hall. This
tunnel leads to a teleportation circle that allows access to
adjacent squarel) the Tower of Mysteries, a hidden sanctuary once used by
renegade minotaur wizards who pledged their souls to
+13 vs. AC; 1d10 + 8 damage. Vecna. The key opens the door to this secret tunnel.

R Dire Radiance (standard; at-will) ✦ Arcane, Implement

Ranged 10; +13 vs. Fortitude; 1d6 + 8 damage, and if the target

moves nearer to Maldrick on its next turn, it takes an extra 1d6 +

8 damage.

R Infernal Moon Curse (standard; encounter) ✦ Arcane, Implement,

Poison

Ranged 10; +13 vs. Fortitude; 2d8 + 8 poison damage, and the

target is held immobilized 5 feet off the ground until the end of

Maldrick’s next turn.

Dark One’s Own Luck (free; encounter) ✦ Arcane

Maldrick can reroll one attack roll, skill check, ability check, or

saving throw, using the higher of the two results.

Warlock’s Curse (minor 1/round; at-will)

Maldrick places his curse on the nearest enemy that he can see

and that is not already cursed. Maldrick’s arcane attacks deal 1d6

extra damage against the enemy. The curse lasts until the end of

the encounter or until the enemy drops to 0 hit points or fewer.

Alignment Chaotic evil Languages Abyssal, Common

Skills Arcana +9, Intimidate +12, Religion +9, Stealth +10, Thievery

+13

Str 11 (+4) Dex 18 (+8) Wis 12 (+5)

Con 20 (+9) Int 10 (+4) Cha 13 (+5)

Equipment leather armor, mace, rod, +2 elven cloak

Features of the Area

The inner sanctum was a place where Baphomet’s fol-
lowers received their final blessings for overcoming the
obstacles set before them. Now it is the site of the final
battle between the adventurers and Maldrick, leader of
the gnolls in the Well of Demons.

Cauldrons: Each cauldron emits thick plumes of
smoke in all adjacent squares. This smoke provides con-
cealment. In addition, any nondemon or non-undead that
ends its turn adjacent to a cauldron is attacked by a slimy
tentacle that reaches out from the cauldron: +10 vs. AC;
1d6 + 4 damage, and the target slides 1 square.

Any character foolish enough to climb into a cauldron
is roasted in the strange liquid that boils within. A charac-
ter takes 5d10 damage upon entering or starting its turn
in the boiling liquid.

The Runes: The two humans are the last of the cap-
tives from Riverdown. Their life energy is slowly being
siphoned off to power Maldrick’s dark ritual. When the

55

AREA 4: THE TOWER OF MYSTERIES (T1–T3)

In the inner sanctum of the Well of Demons, the adven- The original purpose of this hidden tower has been lost
turers gain the silver key by defeating Maldrick. With the to the passage of time, but Paldemar believes that it even
key, they can unlock a hidden passage near the Seven- predates the minotaur civilization. What matters now is
Pillared Hall that leads to Paldemar’s bastion, the Tower that Paldemar discovered the place, mastered its secrets,
of Mysteries. The character carrying the silver key feels a and now uses it as a headquarters from which to launch
tug that guides him or her to the tower’s location. The path his final plans to obtain ultimate power.
to the tower veers off from the Road of Lanterns and leads
down an unremarkable stretch of tunnel. Paldemar’s Plan

The key eventually leads the character possessing it to In addition to establishing a vibrant temple and cult of
a secret door, at which point the key begins to glow with a Vecna in Thunderspire, Paldemar has been gathering
faint blue light. The character feels a magnetic tug toward arcane power to use against the Mages of Saruun. At this
the wall and can either guide the key to the keyhole or point, he has a number of promising leads to ultimate
merely release the key, which causes it to shoot like a dart power, but he is in the process of completing an infernal
into the stone wall. Once the key connects with the wall, machine that, when activated, will give him control of all
a secret door opens, revealing a passage. The key can then of the bronze warders within the mountain. Without their
be removed from the wall, causing the secret door to slide protectors, Paldemar believes he will be able to dispose
shut after 15 seconds. of the Mages of Saruun—his first step in taking complete
control of Thunderspire and the surrounding lands.
The passage is magically hidden so that the followers
of Vecna who dwell in the tower can come and go as they His future plans, as the adventurers can learn should
please without the Mages of Saruun detecting them. With- they defeat him and search his personal chamber on the
out the key, the passage is impossible to find. third level of the tower, include an evil ritual that chan-
nels the arcane power of captured mages to him and the
The secret passage is 10 feet wide and stretches 50 feet location of a place of power known as the Pyramid of
before ending in a chamber that is 40 feet on a side. In the Shadows. After taking control of the Seven-Pillared Hall
middle of the room is a 10-foot-wide teleportation circle. and the Labyrinth, Paldemar plans to use the ritual and
sieze the pyramid.
Before the adventurers can enter the tower, they must
face an additional defense. Paldemar has created a chal- Tower of Mysteries
lenge to allow only those willing to pay Vecna’s price to
enter the Tower of Mysteries (see “Vecna’s Challenge,” on Overview
the next page).
The original purpose of Vecna’s Tower of Mysteries has
The Goal been forgotten, but it now serves as Paldemar’s stronghold
and the base of operations for his Vecna cult.
The adventurers must find their way into the Tower of
Mysteries, confront Paldemar, learn what the renegade Tower Level 1 (T1): This level of the tower is designed
mage is up to, and defeat him and his allies to complete for defense, and it is guarded by norkers, enigmas of
this section of the adventure. Vecna, and terrible arcane energies.

Tower without Doors Tower Level 2 (T2): Paldemar uses this level of the
tower as a workshop and place to conduct arcane experi-
Paldemar has followed the teachings of Vecna for years, ments. It features a holding cell for prisoners, as well as
though always in secret and without the knowledge of a library that Paldemar has collected over the years and
his fellow Mages of Saruun. He has been studying the hidden within this secret stronghold. A bronze warder
ancient ruins of Saruun Khel, slowly building a plan that controlled by Paldemar helps guard this level of the tower.
would allow him to gain power and bring glory to Vecna. The infernal machine is nearing completion in this level’s
By urging the Bloodreavers to new heights of depravity laboratory.
and forming an alliance with Maldrick and the Blackfang
gnolls, Paldemar has been sowing the seeds of confusion Tower Level 3 (T3): The uppermost level of the tower
and unrest within the Labyrinth. When the majority of serves as the lair and headquarters of Paldemar. It is
the Mages of Saruun departed Thunderspire to engage in dominated by a large temple dedicated to Vecna, god of
the various arcane studies that often occupy their time, undeath and secret knowledge. On this level of the tower,
Paldemar knew that his moment had finally arrived. He Paldemar will make his last stand against the adventurers.
cut his last ties with the order, urged Maldrick to destroy
the last remnants of Baphomet’s presence, and then he
entered his own sanctum—the Tower of Mysteries.

56

ENCOUNTER A2–2: VECNA’S CHALLENGE E N CO U N T E R A 2 – 2 : V EC N A’ S C H A L L E N G E

Encounter Level 6 (1,250 XP) Bluff: The spirit is eager for useful information and is
susceptible to well-told lies. A PC can gain a success with
Setup a DC 18 Bluff check, but the PCs can gain no more than
four successes in this way. Also, on the first failure with
This skill challenge involves the adventurers and a spec- this skill, the PCs can no longer use Bluff to gain successes.
tral manifestation of Vecna.
Insight: A PC making a DC 18 Insight check can dis-
After opening the secret door with the silver key and cern the spirit’s weakness for flattery and the victories that
following the hidden passage, the adventurers reach a might be gained through use of the Bluff skill.
nondescript chamber that features a 10-foot-wide circle
inscribed in the center of the floor. The circle glows with a Intimidate: The spirit cannot be intimidated because it
faint pulse of arcane light. cannot be harmed. Using this skill earns a failure.

A DC 18 Arcana check allows a character to determine Conclusion
that this is a teleportation circle.
The negotiation continues until the PCs earn twelve suc-
When a character moves adjacent to the circle, read: cesses or six failures. The PCs receive information based
The circle flares with blinding energy for a moment. When the on the total number of successes achieved by the end of
light fades away, a spectral, skeletal figure is standing within the challenge. Then the spirit provides the information,
the circle. The figure is clad in thick robes of deepest scarlet. It takes its payment, and departs.
is missing its left hand, and while an eye fills its right socket, the
left is empty. Reward: When the PCs complete the challenge, they
gain access to the teleportation circle. If they earned
The figure glares as it says the following: twelve successes, they don’t have to make a concession to
“The secrets of the tower come at a price. You must each pay for Vecna’s manifestation.
the right to enter this place. What can you offer to the dreaded
lord of secrets? I seek lore, power, and your souls.” Failure: If the PCs achieve six defeats, determine their
total number of successes at that point. The PCs must pay
This manifestation of Vecna cares only for gaining power the spirit a tax to use the teleportation circle. The suc-
and learning new lore. It allows anyone who pays its price cesses they scored determine the severity of the tax.
to enter the tower. Vecna is an uncaring deity who gladly
betrays his followers for the right price. He believes that if Regardless of the number of successes, the characters
his adepts are worthy of his blessing, then they should be can activate the teleportation circle as a standard action.
able to overcome the adventurers. Everyone standing on it immediately teleports to the circle
on the first level of the Tower of Mysteries.
The spirit is arrogant and haughty. It cannot take
damage and laughs at any effort to kill it. The manifesta- Rewards
tion derides the abilities of warriors and views the use of
arcane spells for combat as an insult to magic. The spirit exacts a tax on the characters determined by the
number of successes they earned. Character who cannot
The Challenge pay the cost are not allowed in and must return with suffi-
cient resources to pay the cost before gaining admittance.
The adventurers must negotiate successfully with this
manifestation of Vecna. 0–3 Successes: The spirit mocks the PCs for their stu-
pidity and allows them to use the circle at a steep cost. The
Complexity: Twelve successes before six failures, characters must offer power and life energy to the spirit.
though the PCs gain some information even if they fail this Each PC loses two healing surges and the use of one encoun-
challenge (see below). ter power and one daily power for the rest of the adventure.

Primary Skills: Arcana, Diplomacy, History, Religion. 4–7 Successes: The spirit is partially appeased. It
Arcana, History, or Religion: The characters can offer lore demands payment for the use of the teleportation circle.
to the spirit. A PC gains a success with a DC 22 Arcana, Each PC loses two healing surges and the use of one
History, or Religion check. The PCs can gain any number encounter power for the rest of the adventure.
of successes in this way.
Diplomacy: The spirit is amused by good conversation 8–11 Successes: The spirit is mostly appeased but it
and enjoys flattery. A PC can gain a success with a DC 22 still requires a sacrifice. Each PC loses one healing surge
Diplomacy check. The PCs can gain no more than four for the rest of the adventure.
successes in this way.
Other Skills: Bluff, Insight, Intimidate. When the PCs have completed the challenge and
paid the cost, read:
“You may now enter this Tower of Mysteries. May its secrets
intrigue you.”

57

ENCOUNTER T1: LEVEL OF DEFENSE

Encounter Level 7 (1,554 XP) 8 Norker Grunts (G) Level 3 Minion

Small natural humanoid (goblin) XP 38 each

Setup Initiative +4 Senses Perception +1; low-light vision

5 norkers (N) HP 1; a missed attack never damages a minion.
2 enigmas of Vecna (E)
8 norker grunts (G) AC 19; Fortitude 16, Reflex 13, Will 14

Speed 6

m Flail (standard; at-will) ✦ Weapon

+9 vs. AC; 3 damage.

Norker Swarm

The norker soldiers and enigmas of Vecna begin this For each additional norker grunt attacking the same target,
encounter in the spaces marked on the map. The norker
grunts arrive after the battle starts, in two waves of four increase the damage the norker grunts deal by +1.
each, as described below.
Alignment Evil Languages Common, Goblin
The first tower level is designed for defense. Adventur-
ers who activate the teleportation circle after dealing with Skills Athletics +8, Endurance +9, Stealth +7
the aspect of Vecna arrive in the teleportation circle on
this level in the central chamber. The arrival of the adven- Str 14 (+3) Dex 12 (+2) Wis 11 (+1)
turers instantly sets off a magical alarm. The magical
alarm recognizes only worshipers of Vecna, and as soon Con 17 (+4) Int 6 (–1) Cha 7 (–1)
as it is triggered the entire level mobilizes to deal with the
intruders. A small gang of norkers and a pair of hideous Equipment leather armor, flail
enigmas of Vecna march from their barracks to investigate
the disturbance. 2 Enigmas of Vecna (E) Level 6 Controller

Medium natural humanoid (shapechanger) XP 250 each

Initiative +5 Senses Perception +10

HP 68; Bloodied 34; see also flesh ripper

AC 20; Fortitude 17, Reflex 18, Will 19

Speed 6

m Dagger (standard; at-will) ✦ Weapon

+12 vs. AC; 1d4 + 1 damage.

When adventurers teleport onto this level of the R Shock Bolt (standard; at-will) ✦ Lightning
tower, read:
With a flash of light, the teleportation circle activates. Suddenly, Ranged 10; +10 vs. Reflex; 1d6 + 5 lightning damage, and the
you are standing in a 20-foot-by-20-foot room with two exits,
one to the north and one to the west. The walls of this chamber target is slowed until the end of its next turn.
are covered with carvings that depict human faces. Each face
wears a blindfold or a gag. Immediately upon your arrival, the R Memory Ripper (standard; at-will) ✦ Psychic
blindfolded faces animate and begin to chant, while the eyes of
the gagged faces glare at you with rage. Ranged 5; +10 vs. Will; 1d10 + 5 psychic damage, and the target

cannot use encounter attack powers, daily attack powers, or

utility powers (save ends). Aftereffect: The target is dazed until the

end of its next turn.

C Horrific Visage (when first bloodied; encounter) ✦ Psychic

Close burst 2; targets enemies; +10 vs. Will; 1d8 + 3 psychic

damage, and the target is pushed 3 squares.

Flesh Ripper Rage

5 Norkers (N) Level 3 Soldier Once the enigma of Vecna has been bloodied, it gains

Small natural humanoid (goblin) XP 150 each regeneration 5 and cannot use any power except rend flesh until

Initiative +4 Senses Perception +1; low-light vision the end of the encounter.

HP 49; Bloodied 24 m Rend Flesh (standard, usable only after flesh ripper rage; at-will)

AC 19; Fortitude 16, Reflex 13, Will 14 +9 vs. AC; 2d8 + 5 damage.

Speed 6 Alignment Evil Languages Common

m Battleaxe (standard; at-will) ✦ Weapon Skills Arcana +13

+9 vs. AC; 1d10 + 2 damage. Str 12 (+4) Dex 15 (+5) Wis 15 (+5)

Snapping Rebuke (immediate reaction, when hit by a melee attack; Con 12 (+4) Int 20 (+8) Cha 16 (+6)

at-will) Equipment robes, dagger

The norker makes a bite attack against the attacker if the attacker

is within reach: +10 vs. AC; 1d6 + 2 damage. Tactics

Snarling Ferocity (minor; at-will) The norkers and enigmas guard this area, and the sound
of the chanting signals the presence of intruders. The nor-
An enemy the norker has attacked this round is marked. kers immediately move in an attempt to bottle up the PCs
in the corridor and prevent them from reaching the runes
Relentless Endurance (minor, usable only while bloodied; once per to teleport to the next level of the tower. The norkers are
utter slaves to Vecna’s cause and gladly give their lives in
round; at-will) ✦ Healing his unholy name.

The norker regains 5 hit points.

Alignment Evil Languages Common, Goblin

Skills Athletics +8, Endurance +9, Stealth +7

Str 14 (+3) Dex 12 (+2) Wis 11 (+1)

Con 17 (+4) Int 6 (–1) Cha 7 (–1)

Equipment leather armor, battleaxe

58

MIKE SCHLEY Two norkers begin near the teleportation circle, and level (Encounter T2). Characters arrive on or adjacent to
the rest start in their barracks. The norkers divide into two the runes in the northwest portion of that level.
ENCOUNTER T1: LEVEL OF DEFENSEgroups, a group of two and a group of three. The group of
three stays near the runes while the pair moves out to look Treasure: Tucked away under the beds, the enigmas
for intruders. Once the PCs engage one group, the other keep a few treasures. With a DC 18 Perception check, a
norkers move in to attack. character finds the following: an onyx worth 800 gp and a
quartz carved to resemble an eyeball worth 500 gp.
The norker soldiers try to use the pillars to their advan-
tage. See “Features of the Area” for details on the pillars.

The enigmas stay away from melee and use their
psychic link with the pillars to gain line of sight against
characters. The enigmas gain combat advantage against
character unable to see them.

The enigmas attempt to remain out of sight even after
the norkers fall, yet they continue to attack the PCs. They
are utterly fanatical and will die to defend the tower. They
try to keep the characters away from the runes by blocking
the area or distracting the characters with ranged attacks.

On the second round of combat, roll initiative for the
norker grunts. On their turns, the first four grunts appear
in the open squares adjacent to the runes. On the fourth
round of combat, on the same initiative count, the second
four grunts appear. When the grunts arrive, they immedi-
ately move out to join the battle.

Features of the Area

Illumination: Bright light. The area is magically
illuminated.

Beds: A bed can provide cover for someone adjacent to
it. Hopping onto a bed costs 1 extra square of movement.
A character can use a standard action to tip over a bed,
which can then grant superior cover to a prone creature.

Teleportation Circle: Creatures arrive onto this circle
from outside the tower, in the chamber hidden behind the
secret door that can only be opened with a silver key. Char-
acters can, as a move action, teleport from here back to the
chamber from which they entered.

Pillars: The pillars are covered with carvings of one-
eyed faces. A creature cannot enter a square occupied by
a pillar, and the pillars can provide cover. The enigmas
of Vecna can see through the pillars, enabling them to
treat the pillars as their space for the purposes of using
their ranged powers. For example, an enigma inside
its barracks can pick any pillar and treat it as its origin
square for purposes of targeting and attacks the PCs
with ranged powers.

In addition, the pillars are deadly to anyone who isn’t a
sanctified follower of Vecna. Any creature other than the
norkers or enigmas adjacent to a pillar on the start of its
turn takes 1d6 points of necrotic damage.

Runes: A thin veil of shimmering mist rises above the
runes inscribed on the floor between the pillars in the
southern portion of this area. Entering the mist allows
creatures to teleport to the next level of the tower. A char-
acter standing on or adjacent to the square intuitively
knows that he can, as a move action, teleport to the next

59

ENCOUNTER T2: THE LEVEL OF SECRET KNOWLEDGE

Encounter Level 7 (1,550 XP) 2 Norkers (N) Level 3 Soldier

Small natural humanoid (goblin) XP 150 each

Setup Initiative +4 Senses Perception +1; low-light vision

2 norkers (N) HP 49; Bloodied 24
2 enigmas of Vecna (E)
1 bronze warder (W) AC 19; Fortitude 16, Reflex 13, Will 14
1 imp (I)
Speed 6
The second level of the tower serves as Paldemar’s work-
shop. The area includes a lab, a library, a summoning m Battleaxe (standard; at-will) ✦ Weapon
chamber, and a holding cell.
+9 vs. AC; 1d10 + 2 damage.
Characters arrive on this level via the runes in the
northwest corner. The runes in the southeast allow charac- Snapping Rebuke (immediate reaction, when hit by a melee attack;
ters to teleport to the top level of the tower.
at-will)

The norker makes a bite attack against the attacker if the attacker

is within reach: +10 vs. AC; 1d6 + 2 damage.

Snarling Ferocity (minor; at-will)

An enemy the norker has attacked this round is marked.

Relentless Endurance (minor, usable only while bloodied; once per

round; at-will) ✦ Healing

The norker regains 5 hit points.

Alignment Evil Languages Common, Goblin

When the adventurers arrive on this level, read: Skills Athletics +8, Endurance +9, Stealth +7
You appear beside a set of four pillars. Unlike the pillars on the
previous level, these are smooth and unadorned. A set of metal Str 14 (+3) Dex 12 (+2) Wis 11 (+1)
double doors stands to the east, while a 10-foot-wide corridor
leads off to the south. Con 17 (+4) Int 6 (–1) Cha 7 (–1)

Equipment leather armor, battleaxe

Imp (I) Level 3 Lurker

2 Enigmas of Vecna (E) Level 6 Controller Tiny immortal humanoid (devil) XP 150

Medium natural humanoid (shapechanger) XP 250 each Initiative +8 Senses Perception +8; darkvision

Initiative +5 Senses Perception +10 HP 40; Bloodied 20

HP 68; Bloodied 34; see also flesh ripper AC 17; Fortitude 15, Reflex 15, Will 15

AC 20; Fortitude 17, Reflex 18, Will 19 Resist 15 fire

Speed 6 Speed 4, fly 6 (hover)

m Dagger (standard; at-will) ✦ Weapon m Bite (standard; at-will)

+12 vs. AC; 1d4 + 1 damage. +7 vs. AC; 1d6 + 1 damage.

R Shock Bolt (standard; at-will) ✦ Lightning M Tail Sting (standard; recharges when the imp uses vanish) ✦ Poison

Ranged 10; +10 vs. Reflex; 1d6 + 5 lightning damage, and the +8 vs. AC; 1d8 + 3 damage, and the imp makes a secondary

target is slowed until the end of its next turn. attack against the same target. Secondary Attack: +5 vs. Fortitude;

R Memory Ripper (standard; at-will) ✦ Psychic the target takes ongoing 5 poison damage and a –2 penalty to

Ranged 5; +10 vs. Will; 1d10 + 5 psychic damage, and the target Will defense (save ends both).

cannot use encounter attack powers, daily attack powers, or Vanish (standard; at-will) ✦ Illusion

utility powers (save ends). Aftereffect: The target is dazed until the The imp becomes invisible until the end of its next turn or until it

end of its next turn. attacks.

C Horrific Visage (when first bloodied; encounter) ✦ Psychic Alignment Evil Languages Common, Supernal

Close burst 2; targets enemies; +10 vs. Will; 1d8 + 3 psychic Skills Arcana +9, Bluff +9, Stealth +9

damage, and the target is pushed 3 squares. Str 12 (+2) Dex 17 (+4) Wis 14 (+3)

Flesh Ripper Rage Con 16 (+4) Int 16 (+4) Cha 16 (+4)

Once the enigma of Vecna has been bloodied, it gains Tactics

regeneration 5 and cannot use any power except rend flesh until An enigma of Vecna studies in the library, and the other
puts the finishing touches on the infernal machine in the
the end of the encounter. lab. Each is attended by one norker, and all come running
at the sound of battle.
m Rend Flesh (standard, usable only after flesh ripper rage; at-will)
The bronze warder marches between the two teleport
+9 vs. AC; 2d8 + 5 damage. runes. Roll its initiative and keep track of its progress until
it encounters the PCs. It moves half its speed each round.
Alignment Evil Languages Common As soon as the warder spots the PCs, it attacks.

Skills Arcana +13 Once in battle, the enigmas use hit-and-run tactics,
moving from room to room while the bronze warder and
Str 12 (+4) Dex 15 (+5) Wis 15 (+5) norkers try to keep the characters at bay.

Con 12 (+4) Int 20 (+8) Cha 16 (+6)

Equipment robes, dagger

60

Bronze Warder (W) Level 7 Elite Soldier
Large natural animate, construct XP 600
MIKE SCHLEY
Initiative +4 Senses Perception +2; darkvision
ENCOUNTER T2: THE LEVEL OF SECRET KNOWLEDGE
HP 168; Bloodied 84

AC 25; Fortitude 23, Reflex 20, Will 21

Immune charm, fear, poison; Resist 5 to all damage

Saving Throws +2

Speed 5; see also inexorable movement and ponderous

Action Points 1

m Greataxe (standard; at-will) ✦ Weapon

Reach 2; +14 vs. AC; 1d12 + 5 damage.

M Rampage (standard; recharge ⚄ ⚅)

The bronze warder can move 3 squares, and all smaller creatures

whose space the warder enters are pushed 1 and knocked prone.

After moving, the bronze warder can use axe sweep.

C Axe Sweep (free, only usable immediately after rampage; at-will)

✦ Weapon

Close burst 1; +14 vs. AC; 1d12 + 5 damage, and ongoing 5

damage (save ends).

Guard (immediate reaction, when the bronze warder’s master is

within 2 squares of it and is hit by an attack; recharge ⚄ ⚅)

The bronze warder takes half of the attack’s damage, and its

master takes the other half.

Inexorable Movement

The bronze warder can move through a smaller creature’s space,

but it cannot end its movement in an occupied space.

Ponderous

The bronze warder cannot shift.

Alignment Unaligned Languages —

Str 20 (+8) Dex 9 (+2) Wis 8 (+2)

Con 20 (+8) Int 3 (–1) Cha 3 (–1)

If the PCs destroy the infernal machine, Paldemar tele- makes anyone other than a cultist of Vecna sees nothing
ports into the room to see who has derailed his plans. “Oh, but blank pages.
you shall die for this!” he says, then he teleports back to
level 3 to prepare for the final battle. Runes: The southeast runes allow creatures to teleport
to the top level of the tower (Encounter T3). A character
Features of the Area standing on or adjacent to the square intuitively knows
that he can, as a move action, teleport to the next level.
Illumination: Bright light. The area is magically Characters arrive on or adjacent to the runes in the south-
illuminated. ern portion of that level. The rune in the northwestern
area allows a character to return to the first level with a
Holding Cell: The door is locked and requires a DC move action.
22 Thievery check to open. The area is empty.
Summoning Chamber: The summoning cham-
Lab: The worshipers of Vecna conduct bizarre experi- ber allows the cultists of Vecna to commune with gods,
ments here. demons, and devils. An imp is currently trapped here.

Tables: The tables are covered with alchemical materi- Summoning Circle: A magical symbol is scribed into the
als. A character adjacent to a table who misses a melee floor in chalk and silver dust. An imp is bound within
attack hits materials on the table and takes 1d6 acid and cannot escape until it succeeds on a saving throw. It
damage. can make saving throws only after someone opens a door
to this room. The imp is invisible while bound, and once
The Infernal Machine: This large, glass container features unleashed, it seeks to cause as much havoc as possible.
tubes and metal pipes. It is filled with an acrid, glowing
liquid and the floating head of a bronze warder. This is
the arcane machine that will allow Paldemar to control
all of the bronze warders throughout the Labyrinth. The
enigma is close to completing the ritual that will activate
the machine. The PCs can destroy the machine by attack-
ing it (AC 16, other defenses 18, 60 hp). When destroyed,
the acrid liquid bursts out and attacks all creatures in the
room (close burst 3, +12 vs. Reflex, 2d6 + 2 acid damage.)

Library: The library holds dozens of volumes of lore.
However, an enchantment upon the books and scrolls

61

ENCOUNTER T3: THE SHRINE OF VECNA

Encounter Level 10 (2,700 XP) Paldemar (P) Level 11 Elite Artillery

Setup Medium natural humanoid (human) XP 1,200

Paldemar (P) Initiative +5 Senses Perception +7
2 norker slingers (N)
1 norker berserker (N) HP 178; Bloodied 89
1 enigma of Vecna (E)
1 bronze warder (W) AC 25; Fortitude 23, Reflex 24, Will 24

The adventurers appear in a small chamber, between four Saving Throws +2
unadorned pillars. Paldemar begins play in his chamber,
hidden behind a curtain. The bronze warder waits within Speed 6
the room to the east. Three norkers, two slingers and a
berserker, are positioned around the temple, along with an Action Point 1
enigma of Vecna. Choose which of the three norkers you
want to be the berserker. m Staff (standard; at-will) ✦ Weapon

The uppermost level of the Tower of Mysteries is domi- +20 vs. AC; 1d8 + 8 damage (+2d6 on a crit).
nated by a shrine dedicated to Vecna. Paldemar tends to
the shrine, holds audiences with his followers, and plots to r Magic Missile (standard; at-will) ✦ Arcane, Force
overthrow the Mages of Saruun and further Vecna’s cause
in the Nentir Vale. Ranged 20; +16 vs. Reflex; 2d4 + 9 force damage.

When the adventurers arrive on this level, read: R Pluck the Mind’s Eye (immediate interrupt, when targeted by an
You appear in a small room surrounded by four unadorned pil-
lars. To the north, west, and south stand doors emblazoned with attack; at-will) ✦ Illusion
an eyeball.
Ranged 20 or Melee 1; +16 vs. Will; Paldemar is invisible to the
If the adventurers did not destroy the infernal machine
on the previous level, then the norkers and the enigma attacker (save ends).
are praying to Vecna and are distracted. Paldemar is in
his room, which is locked, but he can hear any sounds of M Ray of Frost (standard; at-will) ✦ Arcane, Cold, Implement
combat. The bronze warder waits in its room.
Ranged 10; +18 vs. Fortitude; 1d6 + 9 damage, and the target is
If the adventurers destroyed the infernal machine, then
this level is ready for their arrival. slowed until the end of Paldemar’s next turn.

Tactics R Plunder the Mind’s Vault (standard; recharge ⚄ ⚅) ✦ Arcane

Paldemar and his servants quickly rally against the Ranged 10; +16 vs. Will; the target cannot use daily or encounter
adventurers. Paldemar is a crafty strategist. When combat
begins, he waits until the bronze warder has engaged the powers (save ends). Paldemar recharges a power, other than
intruders before joining the attack himself. He uses any
unused actions each round to draw power from the crys- plunder the mind’s vault.
tal pillars (see “Features of the Area” on page 64) while
assaulting the adventurers with his ranged powers. R Lightning Bolt (standard; recharge ⚄ ⚅) ✦ Arcane, Implement,

Paldemar uses hit-and-run tactics. He can retreat Lightning
into the Master’s Chamber, bypassing his own Arcane
Lock and then using it to cut off pursuit. He tries to circle Ranged 10; +18 vs. Reflex; 2d6 + 9 lightning damage. Paldemar
around behind the PCs if possible; however, if the fight
goes poorly, he uses his position near the rune to escape. makes secondary attacks against two other targets within 10
He heads down to the second level, rallying any creatures
left alive or attempting to flee to safety. squares of the primary target, whether or not the primary attack

hits. Secondary Attack: +16 vs. Reflex; 1d6 + 9 lightning damage.

A Shock Sphere (standard; recharge ⚄ ⚅) ✦ Arcane, Implement,

Lightning

Burst 2 within 10 squares; +18 vs. Reflex; 2d6 + 9 lightning

damage

Alignment Evil Languages Abyssal, Common

Skills Arcana +14, Diplomacy +11, Insight +12, Religion +14

Str 12 (+6) Dex 11 (+5) Wis 18 (+9)

Con 17 (+8) Int 19 (+9) Cha 13 (+6)

Equipment mantle, +2 magic staff

2 Norker Slingers (N) Level 3 Artillery

Small natural humanoid (goblin) XP 150 each

Initiative +4 Senses Perception +1; low-light vision

HP 37; Bloodied 18

AC 15; Fortitude 15, Reflex 16, Will 13

Speed 6

m Dagger (standard; at-will) ✦ Weapon

+9 vs. AC; 1d4 +1 damage.

R Sling (standard; at-will)

Ranged 10; +10 vs. Reflex; 1d6 + 2 damage.

Relentless Endurance (minor, usable only while bloodied, once per

round; at-will) ✦ Healing

The norker slinger regains 5 hit points.

Alignment Evil Languages Common, Goblin

Skills Stealth +8

Str 12 (+2) Dex 14 (+3) Wis 11 (+1)

Con 13 (+2) Int 6 (–1) Cha 7 (–1)

Equipment leather armor, sling, 20 bullets, dagger

62

Norker Berserker (N) Level 4 Elite Brute Enigma of Vecna (E) Level 6 Controller ENCOUNTER T3: THE SHRINE OF VECNA

Small natural humanoid (goblin) XP 350 Medium natural humanoid (shapechanger) XP 250

Initiative +3 Senses Perception +2; low-light vision Initiative +5 Senses Perception +10

HP 136; Bloodied 68 HP 68; Bloodied 34; see also flesh ripper

AC 16; Fortitude 16, Reflex 15, Will 15 AC 20; Fortitude 17, Reflex 18, Will 19

Speed 6 Speed 6

m Flail (standard; at-will) ✦ Weapon m Dagger (standard; at-will) ✦ Weapon

+8 vs. AC; 1d10 + 3 damage. +12 vs. AC; 1d4 + 1 damage.

M Double Strike (standard; at-will) ✦ Weapon R Shock Bolt (standard; at-will) ✦ Lightning

The norker berserker makes two flail attacks against the same Ranged 10; +10 vs. Reflex; 1d6 + 5 lightning damage, and the

target. If both attacks hit, the target is pushed 1 square. target is slowed until the end of its next turn.

Snapping Rebuke (immediate reaction, when hit by a melee attack; R Memory Ripper (standard; at-will) ✦ Psychic

at-will) Ranged 5; +10 vs. Will; 1d10 + 5 psychic damage, and the target

The norker berserker makes a bite attack against the attacker if cannot use encounter attack powers, daily attack powers, or

the attacker is within reach: +7 vs. AC; 1d6 + 3 damage. utility powers (save ends). Aftereffect: The target is dazed until the

Alignment Evil Languages Common, Goblin end of its next turn.

Skills Athletics +10, Endurance +11 C Horrific Visage (when first bloodied; encounter) ✦ Psychic

Str 16 (+5) Dex 12 (+3) Wis 11 (+2) Close burst 2; targets enemies; +10 vs. Will; 1d8 + 3 psychic

Con 18 (+6) Int 5 (–1) Cha 5 (–1) damage, and the target is pushed 3 squares.

Equipment leather armor, flail Flesh Ripper Rage

Once the enigma of Vecna has been bloodied, it gains

Bronze Warder Level 7 Elite Soldier regeneration 5 and cannot use any power except rend flesh until

Large natural animate, construct XP 600 the end of the encounter.

Initiative +4 Senses Perception +2; darkvision m Rend Flesh (standard, usable only after flesh ripper rage; at-will)

HP 168; Bloodied 84 +9 vs. AC; 2d8 + 5 damage.

AC 25; Fortitude 23, Reflex 20, Will 21 Alignment Evil Languages Common

Immune charm, fear, poison; Resist 5 to all damage Skills Arcana +13

Saving Throws +2 Str 12 (+4) Dex 15 (+5) Wis 15 (+5)

Speed 5; see also inexorable movement and ponderous Con 12 (+4) Int 20 (+8) Cha 16 (+6)

Action Point 1 Equipment robes, dagger

m Greataxe (standard; at-will) ✦ Weapon

Reach 2; +14 vs. AC; 1d12 + 5 damage. Features of the Area

M Rampage (standard; recharge ⚄ ⚅) Each chamber on this level has its own section detailing its
features, as described below.
The bronze warder can move 3 squares, and all smaller creatures

whose space the warder enters are pushed 1 and knocked prone.

After moving, the bronze warder can use axe sweep.

C Axe Sweep (free, only usable immediately after rampage; at-will) Entry Chamber

✦ Weapon Illumination: Dim light. The area is magically
illuminated.
Close burst 1; +14 vs. AC; 1d12 + 5 damage, and ongoing 5
Runes: The southern runes allows creatures to tele-
damage (save ends). port to and from the second level of the tower. Characters
standing on or adjacent to the square intuitively know that
Guard (immediate reaction, when the bronze warder’s master is they can, as a move action, teleport to the second level
(Encounter T2). Characters arrive on or adjacent to the
within 2 squares of it and is hit by an attack; recharge ⚅ ⚅) rune in the southeastern portion of that level.

The bronze warder takes half of the attack’s damage, and its

master takes the other half.

Inexorable Movement

The bronze warder can move through a smaller creature’s space,

but it cannot end its movement in an occupied space.

Ponderous

The bronze warder cannot shift. The Room of the Guardian

Alignment Unaligned Languages — This room is utterly bare. A bronze warder waits here,
ready to defend this level and come to the aid of Paldemar.
Str 20 (+8) Dex 9 (+2) Wis 8 (+2)

Con 20 (+8) Int 3 (–1) Cha 3 (–1)

The Master’s Chamber

This is the personal chamber of Paldemar, master of this
shrine of Vecna.

Illumination: Dim light. The area is magically
illuminated.

Doors: The doors to this room are sealed by the Arcane
Lock ritual. Opening them requires a DC 30 Thievery or
Strength check.

This encounter is continued on the next page.

63

Table: The table is neatly arranged with alchemical channel arcane power from one mage to another. The pro-
gear and several tomes of ancient lore. As with the books cess reeks of evil and necromancy.
in the library on Level 2, the pages appear blank to crea-
tures that don’t worship Vecna. The map shows a glowing pyramid within a lush forest,
about a week’s travel north of the Nentir Vale. Notes scrib-
The Crystal Orb: This device allows Paldemar to spy bled on the side of the page read: “Place of power.” “Vast
on the Seven-Pillared Hall. Any character can gaze into magic for the taking.” And “Seek Karavakos.” This map
the orb as a standard action and make a DC 20 Wisdom can lead the adventurers to H3: The Pyramid of Shadows.
check. On a successful check, he or she can view any loca-
tion in the Seven-Pillared Hall. On a failed check, he or The Chapel of Shades
she gains a glimpse of a shadowy figure clad in robes. The
figure shakes its head and reaches toward the character, This chamber is a minor temple to Vecna. It contains a
causing 2d6 psychic damage. The orb then cracks and variety of strange, magical effects.
falls into a dozen shards.
When the adventurers enter this chamber, show
The Bed and the Curtain: The bed is a mundane them “Inside the Temple of Vecna” on page 30 of
piece of furniture, but the curtain is warded by magic to Adventure Book One.
defend Paldemar. As long as Paldemar is adjacent to the
curtain, all of his defenses receive a +2 bonus. Illumination: Dim light. The area is magically
illuminated.
Treasure: Paldemar uses a +2 magic staff. He has 1,000
gp hidden beneath his bed. If the adventurers search Crystal Pillars: These pillars of crystalline rock
through the items on the table (DC 22 Perception check), represent Paldemar’s first attempt to create a means for
they find three items that have not yet been subjected to absorbing arcane energy and focus it into his own spells.
the magic that makes the other books appear blank. These As a minor action once per round, Paldemar can drain the
include a ritual book, a scroll of a nearly completed ritual, energy from one of the pillars to gain a +1 bonus to attack
and a map. rolls and a +2 bonus to damage rolls with the next arcane
power he uses. He can use each pillar once, and he must
The ritual book contains three rituals: Arcane Lock, be within 10 squares of it to do so.
Brew Potion, and Leomund’s Secret Chest.
Statue of Vecna: This statue is crafted from iron and
The scroll features a ritual in progress. A DC 26 Arcana depicts a skeletal figure in robes that is missing its left eye
check allows a character to determine that the ritual has and left hand. Any character who starts his or her turn
not been fully designed, but that it appears to be a way to within 3 squares of the statue is the target of an attack: +14
vs. Will; the target is dazed (save ends).

Symbol of Vecna: A huge mosaic of the hand and eye
of Vecna dominates the floor of this place. Worshipers of
Vecna gain a +2 bonus to saving throws inside this room.

Idol of Vecna: The idol is filled with malign magic.
It is carved from black rock and is fashioned into a giant
skull with an eye set in its right socket. The left socket is
empty. Its initiative modifier is +5. On its turn, it launches
a ray of fire at the nearest PC: Ranged 5; +14 vs. Reflex;
1d10 fire damage.

Conclusion

As long as the adventurers disrupt Paldemar’s plans
(whether or not the mage escapes), they earn the gratitude
of the Mages of Saruun. While the Mages aren’t exactly
good, they aren’t as dangerously evil as Paldemar, either. If
the PCs share what they learn with the Mages, in addition
to any quest rewards, the Mages offer an additional reward
if the PCs will investigate the Pyramid of Shadows.

MIKE SCHLEY

64






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